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1988442-The Lost Vaults Version 3.0
1988442-The Lost Vaults Version 3.0
1988442-The Lost Vaults Version 3.0
Disclaimer: Scribe, the head researcher, does not claim responsibility for what your party does with these magical items. Such examples a re: Cutting dimensional holes in shields
to shoot out of, taking down your BBEG faster than you expected, crashing an airship into said BBEG base, selling magic items for the actual magic items they want, and overall
being far more powerful than you expected.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other co untries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Kyle Wagner-Totty and published under the Community Content Agreement for Dungeon Masters Guild.
1
TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
The Lost Vaults ..................................................................... 3
Alchemical Formulas ........................................................... 3
Potions .................................................................................. 5
Reagents ................................................................................ 7
Enchanted Whetstones ........................................................ 8
Enchanted Equipment .......................................................... 9
Magic Armors ....................................................................... 9
Magic Weapons ................................................................... 22
Holy Symbols ...................................................................... 37
Orbs ...................................................................................... 42
Rods ..................................................................................... 46
Staffs .................................................................................... 49
Wands .................................................................................. 54
Shields and Bracers ............................................................ 55
Companion Items ............................................................... 63
Mount Items ....................................................................... 64
Feet Items ............................................................................ 65
Hand Items .......................................................................... 72
Head Items .......................................................................... 77
Neck Items .......................................................................... 83
Ring Items ........................................................................... 89
Waist Items ......................................................................... 95
Wonderous Items ............................................................... 99
Battle Standards ............................................................... 109
Other Consumables ............................................................ 111
Artificer’s Replicate Magic Items ..................................... 113
Loot Tables ......................................................................... 114
Magic item Tables: ........................................................... 129
Change Log .........................................................................139
2
THE LOST VAULTS Alchemist Fire/Acid/Frost. (cost 50 GP) These pots of
T
mixed chemicals have different reactions when introduced into
hought lost to time, these hordes of magical the air. This is a useful item for those who wish to deal elemental
items and recipes have been rediscovered and damage but lack access to spells.
shared with the world once more! While some of Range: 20/60 feet
the items only have narrow use, there is a little bit As an action, make an improvised thrown weapon attack. On
for everyone. These old fourth edition magical items have been a hit, the pot breaks on the creature and the contents spill out.
converted to fifth edition. Please enjoy! This pot deals 1d10 frost, acid, or fire damage, depending on the
type of pot.
ALCHEMICAL
but the most terrible of beasts in the world. As an action, you can
snap the tube, and release the powders into the air, creating a 10-
FORMULAS foot radius sphere of dust around you. Any beast-type creature
T
that enters or ends their turn in the sphere must make a DC 13
hese are meant to expand upon the currently Wisdom saving throw or be frightened of the area until the area
limited lower level alchemical selection available ends. This cloud lasts 1 minute; or 1 round within the presence of
to parties. These were previously found within the moderate or strong winds.
Adventures Vault, and have been modified in
Blastpatch. (cost 50 GP) These crystals contain large amounts
order to help fit within fifth edition. These can also be easily
of force within them. As an action, you can place or hide a
modified to fit the Artificer’s Alchemist subclass to give them a
blastpatch to cover a 5-foot-square area on the ground. When a
wider selection of bottles to throw! If you are considering giving
creature steps on the blastpatch, they must make a DC 13
these to an Artificer Alchemist, consider allowing them to change
Dexterity saving throw. On a failed save, they take 2d8 force
the save DC for these items.
damage, or half on a successful save.
Dragonfire Tar. (cost 75 GP) A green tar that is covered to Salve of Slipperiness. (cost 50 GP) This foul smelling green-
protect the user from its highly sticky and flammable nature, this black oil can be used in order to escape from restraints. As an
is a very dangerous substance to throw at any creature or wooden action, you can apply it to your body. For the next five minutes,
building. creatures have disadvantage on Strength (Athletics) checks when
Range: 20/60 feet attempting to grapple you and you have advantage on Dexterity
As an action, make an improvised thrown weapon attack. On (Acrobatics) checks made to escape grapples.
a hit, for 1 minute, the creature suffers vulnerability to fire the
next time it would take fire damage. Creatures that have Slow Step Oil. (cost 100 GP) A chalky white oil that has the
resistance or immunity to fire damage are not affected. ability to slow your foes down and prevent escapes. As an action,
you can coat one weapon or five pieces of ammunition, which
Ghoststrike Oil. (cost 90 GP) When this clear, sweet smelling lasts 1 minute or until you hit a creature. Creatures hit with a
oil is applied to a weapon, swinging it leaves behind a ghostly coated weapon must succeed on a DC 13 Constitution saving
yellow mist. As an action, you can coat one weapon or five throw or their movement is reduced by 10 feet for up to 1 minute.
pieces of ammunition with this oil. For 1 minute, the weapon is The creature may repeat the saving throw at the end of its turns,
considered magical for the purpose of overcoming damage ending the effect on itself on a success.
resistances for undead-type creatures.
Smoke Stick. (cost 50 GP) A long stick of what seems to be
Goodnight Tincture. (cost 100 GP) A bottle with green liquid charcoal, when this stick of alchemical clay is broken, it instantly
sloshes around, the mere taste of which is enough to put down a creates black smoke. As an action, you can break a smoke stick,
full grown man. When applied to food or drink, it becomes hard creating a 10-foot-cubed cloud of black smoke that lightly
to notice and requires a DC 16 Wisdom (Perception) check. obscures all creatures in the area from sight. This smoke lasts 1
When a poisoned food or drink is consumed, after 1 minute has minute; or 1 round within the presence of moderate or strong
passed, the creature is affected by a 1st-level sleep spell. This winds.
effect only applies to the creature who consumes the tincture.
Tanglefoot Bag. (cost 60 GP) A cloth bag, the inside of which
Herbal Poultice. (cost 50 GP) A mixed group of herbal plants, is covered in a sticky gel like substance that hardens when mixed
when bound to the body with cloth it has natural healing upon impact.
properties. When applied to the body as an action, a creature Range: 20/60 feet
gains 1d4 temporary hit points for 1 hour.
4
Make an improvised thrown weapon attack. On a hit, the DEATHSPAWN POTION
creature’s speed is reduced to zero until the end of the creature’s Potion, legendary
next turn. This only affects Large or smaller creatures. Cost: 72,000 GP
A dark gray potion that has no smell, this potion prevents even
Thunderstone. (cost 50 GP) A crystal that contains two types
the worst of deaths. When this potion is consumed, you heal 5d4
of liquids in it, one white and one black. They mix when the
hit points. You also gain immunity to all diseases and poison and
crystal shatters, creating a thunderous boom.
necrotic damage for 1 hour.
Range: 20/60 feet
Upon impact with a creature or object, it creates a 5-foot-
ELIXIR OF ACCURACY
radius sphere of thunderous force centered at the point of impact.
Potion, rare
Creatures in the area must make a DC 13 Constitution saving
Cost: 700 GP
throw. On a failed save, they take 1d6 thunder damage and are
deafened until the end of their next turn. On a successful save Very sour, this blue-colored potion is found within elven
they take half as much damage and are not deafened. settlements. When this potion is consumed, you have a +2 to
attack rolls for the next hour.
Tracking Dust. (cost 100 GP) A pouch of very fine silver dust
that is highly valued by rangers and bounty hunters. As an action, ELIXIR OF APTITUDE
you can cover a 10-foot- radius square area with the powder. Potion, uncommon
After doing so, you gain a advantage on Wisdom (Survival) Cost: 100 GP
checks made to track footprints within the area, and for tracking
footprints of creatures that have walked through the area. The An amber potion that swirls in color and has a sweet smell and
effect and area lasts for 30 minutes. taste. When this potion is consumed, choose a skill. For the next
hour, you add 1d4 to the next ability check you make using that
skill.
T
Potion, rare
hese remade potions help give an edge to both Cost: 400 GP
friends and foes alike. Typically, it takes an action
to consume a potion, but your DM may have a Thick and purple, this potion makes your body stronger. When
different ruling. Again, if you are giving these to this potion is consumed, for the next hour, you automatically
someone who can craft potions, consider giving succeed on one Constitution saving throw of your choice.
5
ELIXIR OF WILL KRUTHIK POTION
Potion, rare Potion, rare
Cost: 400 GP Cost: 800 GP
A white bubbling potion enhances the willpower of the drinker. A potion made of Kruthik parts, it is a foul smelling, red-purple
When this potion is consumed, for the next hour, you liquid. When this potion is consumed, you gain 3d4 temporary hit
automatically succeed on one Wisdom saving throw of your points and resistance to acid damage for 1 hour.
choice.
POTION OF CLARITY
FIRE BEETLE POTION Potion, uncommon
Potion, uncommon Cost: 75 GP
Cost: 100 GP
A cold, cyan colored liquid fills this potion bottle. When this
A potion that is red and smoky in color, once consumed, your potion is consumed, for the next hour, you may reroll a single
skin glows red and your skin takes on a rough texture. When this attack, skill check, or saving throw with a 1d4 bonus. You must
potion is consumed, you gain resistance to fire damage and 5 take the result of this reroll.
temporary hit points for one hour.
POTION OF MIMICRY
GRAVESPAWN POTION Potion, rare
Potion, uncommon Cost: 650 GP
Cost: 80 GP
This very thick, orange, and sweet potion allows you to become
This deep purple potion helps with deadly effects. When this disguised. When this potion is consumed, for the next hour, you
potion is consumed, for the next hour you gain resistance to gain the effects of disguise self, using the appearance of a
poison and necrotic damage and can add 1d4 to saving throws creature within sight (save DC 15). You also gain the
made against disease. mannerisms, voice, and speech patterns of the creature, gaining
advantage on Charisma (Deception) checks made to pass off as
the chosen creature for the duration.
POTION OF REGENERATION
Potion, rare
Cost: 1250 GP
This potion looks reddish brown and tastes metallic. When this
potion is consumed, for 1 minute, you regain 5 hit points at the
start of each of your turns. You do not regain hit points if you are
unconscious.
POTION OF SPIRIT
Potion, uncommon
Cost: 50 GP
6
POTION OF STORMSHIELD CREEPING GATEVINE
Potion, rare Reagent, uncommon
Cost: 450 GP Cost: 125 GP
This potion has a gray color, ozone smell, and metallic sheen. This red flowering vine grows on teleportation gates and portals
When this potion is consumed, you gain resistance to lightning to other planes of existence. This reagent can be used as a spell
and thunder damage for 1 hour. component for any spell that has a teleportation effect. If you do,
you can increase the teleportation range by 10 feet.
POTION OF VIGOR
Potion, rare DARK CLOVER
Cost: 225 GP Reagent, uncommon
Cost: 125 GP
This potion is vermillion and smells like water. When consumed,
you gain 15 temporary hit points for 1 hour. A black colored clover that grows wildly in the Shadowfell or
locations with strong negative energy. This reagent can be used
SPIDER POTION as a spell component for any spell that deals necrotic damage. If
Potion, legendary you do, you can increase the damage by an additional 1d6.
Cost: 52,000 GP
DESERT ROSE
A strong smelling, sepia colored potion, it grants a spider’s Reagent, uncommon
abilities and resistances. When consumed, you gain 20 temporary Cost: 125 GP
hit points, you have immunity to poison damage and are under
the effects of the spider climb spell for 1 hour. A yellow rose that only grows in very remote regions of deserts
and arid areas, this reagent is used for maintaining magic. This
reagent can be used as a spell component for any spell that
REAGENTS
requires concentration. If you do, you have advantage on
Constitution saving throws made to maintain concentration.
R
eagents are spell components that can be used by BLACK CAVE PEARL
any spell caster in order to modify their spells. Reagent, rare
They are useful for sorcerers who want to save Cost: 500 GP
their Metamagic for more important spells. All
A pearl of swirling black colors, it can typically be found in
reagents are consumed on use unless otherwise
underground lakes. This reagent can be used as a spell
noted.
component for any spell that has a charm effect. If you do, the
target suffers disadvantage on the saving throw against the charm
effect.
7
BRIGHTLEAF MIND DUST
Reagent, uncommon Reagent, uncommon
Cost: 125 GP Cost: 125 GP
These leaves typically bloom in the older forests of the world, This dust is made from the powdered brain of a mind flayer. This
and never seem to fall, even in winter. This reagent can be used reagent can be used as a spell component for any spell that deals
as a spell component for any spell that deals radiant damage. If psychic damage. If you do, you deal an additional 1d6 psychic
you do, you deal an additional 1d6 radiant damage with the spell. damage with the spell.
This plant is related to eggplants in both look and taste, but is This ichor is made by distilling pixie blood. This reagent can be
actually quite deadly. This reagent can be used as a spell used as a spell component for any spell that causes a creature to
component for any spell that deals poison damage. If you do, you become frightened. If you do, the creatures suffers disadvantage
deal an additional 2d6 poison damage with the spell. on the saving throw against the fear effect.
FLAME ROSE
ENCHANTED
WHETSTONES
Reagent, uncommon
Cost: 125 GP
T
This deep red and orange rose is only found in the hottest areas of hese are items from fourth edition could be
the world. This reagent can be used as a spell component for any applied to a weapon much like an oil or poison, but
spell that deals fire damage. If you do, you deal an additional 1d6 they typically gave the item an elemental type of
fire damage with the spell. damage. All whetstones are consumed on use
unless otherwise noted.
FUNDAMENTAL ICE
Reagent, uncommon
Cost: 125 GP
8
FROZEN WHETSTONE Enchantment Bonus Suggestions
Whetstone, rare
When adding an enchantment bonus to a magic item, keep in
Cost: 500 GP
mind that it can increase the rarity and cost of that item.
EQUIPMENT
Armor (scale, breast plate, half plate, splint, or plate), very rare
(requires attunement)
A
Cost: 36,000 GP
wide selection of armor, weapons, and other
equipment from fourth edition has now been The enchantments and material choices of this armor makes the
brought to fifth edition! I have attempted to armor extremely shiny. Eyes tend to move towards the armor,
keep the core of what was ordinal while almost irresistibly so. While wearing this armor when a creature
adding some additional features when it made within 5 feet of you is targeted by an attack, you can use your
sense. You may notice that none of these items have a standard reaction to force the attacker to make a DC 18 Charisma saving
enchantment bonus, such as +1, +2, or +3. This is because of the throw. On a failed save, they must target you instead. On success,
fact that I will leave that to the DM to decide. However, here is a they can't be affected by the armor of attraction for 24 hours.
handy guide for such things. Additionally you also have advantage on Charisma (Persuasion)
checks.
9
ARMOR OF CLEANSING ARMOR OF DURABILITY
Armor (any), uncommon (requires attunement) Armor (any heavy armor), uncommon (requires attunement)
Cost: 400 GP Cost: 400 GP
This armor is covered in healing symbols, while the inside of the This armor shows no signs of wear at anytime, giving the
armor has many hand-like runes that give the impression of the impression that it can take a hit. This armor has 3 charges, and
touches of clerics. While wearing this armor whenever you regain regains 1 charge at dawn. As a bonus action, you can expend a
hit points, you regain an additional 2 (including short rests). You charge to gain 5 temporary hit points and advantage on
also have advantage on saving throws against poisons and Constitution saving throws for 1 minute.
diseases.
ARMOR OF EXPLOITS
AQUEOUS ARMOR Armor (any), uncommon (requires attunement)
Armor (any light armor), very rare (requires attunement) Cost: 475 GP
Cost: 42,750 GP
Many arcane glyphs cover this armor, and they glow in the
Cold when it is touched, this armor also has the appearance of presence of a spell being cast, seeming to draw it energy. Once
being wet, even when it is dry. The armor is typically dyed in per day while wearing this armor, you can store a cantrip spell
blues and whites to match the colors of water. This armor grants that is put into the armor by any willing creature. The spells save
the wearer the effects of the water breathing spell. The armor DC, attack bonus, and level are those of the caster who puts the
also has 5 charges, and regains 1 charge at dawn. As an action, spell into the armor. Once the spell is used, another spell can't be
you can expend a charge and polymorph into a water stored until the next dawn. After a long rest any stored spell is
elemental for 5 minutes, following the rules of also lost.
the polymorph spell. You can end the polymorph early as a bonus
action ARMOR OF NEGATION
Armor (any), very rare (requires attunement)
Cost: 40,500 GP
The runes of this armor seem to cover vital areas of the wearer,
and can seem to move in the presence of danger. Dirt and dust
never seems to stick to this armor. While wearing this armor
whenever you succeed on a saving throw and take half damage,
you may use your reaction to take no damage. Additionally, you
can also cast dispel magic on yourself at 4th level once per day
(bonus of +3 for higher level spells).
ARMOR OF NIGHT
Wondrous item, very rare
Cost: 21,000 GP
10
ARMOR OF SACRIFICE BESTIAL ARMOR
Armor (any heavy armor), uncommon Armor (leather or hide), uncommon (requires attunement)
Cost: 235 GP Cost: 465 GP
The armor depicts scenes of heroes throwing themselves in front This armor is crafted from skin, fur, and claws of cave bears. The
of others to protect their allies. Once per day while wearing this enchantments of this armor allow you to draw upon their power.
armor as an action, you can touch a willing creature within range Three times per day while wearing this armor when you take a
who is undergoing a condition that requires a successful saving Dash action, you can use a bonus action to make a single melee
throw to end. You transfer the condition to yourself and you may weapon attack. This melee attack gains a +1 bonus to attack and
expend a hit die to give yourself advantage on the saving throw. damage rolls.
The condition must be one that requires a Constitution,
Intelligence, Wisdom, or Charisma saving throw to end. BLOODIRON ARMOR
Armor (any heavy armor), rare (requires attunement)
ARMOR OF STARLIGHT Cost: 3,700 GP
Wondrous item, rare (requires attunement)
This armor is treated and cooled in blood while forged, and has a
Cost: 4,525 GP
reddish tinge to the color. This armor has 5 charges, and regains 1
This cloth set of clothes is a deep blue, with small dots of white charge at dawn. While wearing this armor you can use a bonus
that seem to twinkle slightly. While wearing these clothes you action to expend a charge and blood mark a target you can see.
gain resistance to radiant damage. The set also has 5 charges total For 1 minute, you gain an additional +2 to attack and damage
and regains 1 charge per night. When you are hit with an attack, rolls against the target.
you can use your reaction to expend a charge, causing the stars
on the clothes to explode with light. The attacker must make a BLOODTHEFT ARMOR
DC 15 Wisdom saving throw or be blinded until the end of their Armor (leather), legendary (requires attunement)
next turn. You can also use a bonus action to shed dim light Cost: 234,000 GP
within 15 feet around you, and end it with a bonus action.
This armor has runes that constantly bleed, but drips no blood.
ASSASSINSBANE ARMOR The armor itself seems to always be slick with crimson. While
Armor (any), very rare (requires attunement) wearing this armor when you are hit with an attack, you can
Cost: 47,000 GP expend any number of hit die and gain temporary hit points equal
to the hit die results as a reaction. The creature that hit you also
This armor depicts many circles on it, with a set of eyes moving must make a DC 20 Dexterity saving throw. On a failed save,
from circle to circle. While wearing this armor you ignore any they take piercing damage equal to the amount of temporary hit
disadvantage on Wisdom (Perception) checks that rely on sight. points you regain, or half as much on a successful save, as blood
You gain a +3 bonus to natural Perception. Twice per day, you spikes shoot out. When you bring a creature to zero hit points this
can also cancel a critical hit that is caused by a roll with way, you regain a single hit die.
advantage, and cause it to do normal damage.
BOLSTERING ARMOR
BEASTLORD ARMOR Armor (any heavy armor), legendary (requires attunement)
Armor (leather or hide), rare Cost: 267,000 GP
Cost: 2,375 GP
Tales of this armor tell it was worn only by the greatest of leaders
Decorated with horns, teeth, and bones, this armor is made from in all the lands. Runes on the arms and hands tell of healing
the skins and parts of many different types of animals. While powers. While wearing this armor whenever you use hit dice
wearing this armor you can cast speak with animals once per day. during a short rest, all creatures you choose within 20 feet of you
You also gain advantage on Wisdom (Animal Handling) checks also regain half of what you recover. As an action, you can also
and Wisdom (Survival) checks made to carve or track creatures. touch a willing creature and expend a hit die to heal the creature
11
by the hit die results. Whenever you regain hit points from a spell can teleport to the other side without requiring line of sight. You
or item, a creature of your choice within 20 feet of you also cannot teleport if the wall is more than 10 feet thick, made of
regains half of what you heal. lead, or if there is an obstacle in the space you would appear
(such as a creature or object). If there is an obstacle, you do not
BLOODFIRE ARMOR teleport, and the power is wasted for the day.
Armor (leather, scale, or plate), rare (requires attunement)
Cost: 3,250 GP BRIARWINE ARMOR
Armor, (any heavy armor), rare (requires attunement)
Showing depictions of the Nine Hells, this armor is said to be
Cost: 3,650 GP
made using Tieflings' techniques. While wearing this armor you
gain fire resistance. This armor has 5 charges, and regains 1+1d4 An armor of eladrin make, this armor is meant to appear as
charges at dawn. As a reaction when you take damage, you can normal clothes until provoked. While wearing this armor
expend a charge to cast the spell hellish rebuke at 2nd level (save whenever you take damage from a melee weapon attack, the
DC 15) attacker takes 1d4 piercing damage. This armor appears to be a
normal set of clothes until it is revealed with a bonus action or
BONEGRIM ARMOR you are attacked. The armor returns to its normal appearance
Armor (plate), rare (requires attunement) after 1 minute.
Cost: 4,600 GP
CHAMPIONS ARMOR
This scary looking armor is composed of a skull helmet, a ribcage
Armor, (any heavy armor), rare (requires attunement)
breast plate, and forelimb bones for the arms and legs. While
Cost: 4,750 GP
wearing this armor you gain advantage on Charisma
(Intimidation) checks, resistance to necrotic and poison damage, This armor appears to be slightly worn. Legends tell that the
and no longer require food, water, and sleep. spirit of a previous hero from a forgotten era dwells inside the
Cursed- You are unable to remove this armor as it binds to armor. This armor has 3 charges, and regains 1 charge at dawn.
the skeleton of the wearer. It can only be removed with a remove While wearing this armor whenever you are hit with an attack,
curse or similar spell. If you die with this armor on, on your next you can use a reaction to expend a charge and gain half the
turn you rise as a skeleton and attack the nearest creature. While damage you have taken as temporary hit points that lasts 1
wearing this armor you count as an undead concerning turn minute.
undead, vulnerabilities, and arcane senses.
CHAOS WEAVE ARMOR
Armor (any armor) very rare (requires attunement)
Cost: 3,975 GP
This armor has multicolor runes that seem to swirl and spin
slowly all over. While wearing this armor whenever you are hit
with an attack or spell that deals acid, cold, fire, lightning, or
thunder damage, you can use a reaction to gain resistance to that
damage type until your next long rest. You cannot be resistant to
more than one type of damage with this effect and the elemental
BREACHING ARMOR resistance type can only be changed up to three times per day.
Armor (any armor) uncommon (requires attunement)
Cost: 365 GP
12
ELUKIAN CLAY ARMOR
Armor (scale or plate), rare
Cost: 1,900 GP
CORAL ARMOR
Armor (any heavy armor), very rare (requires attunement)
Typically deep red or pale yellow in color, this clay armor is
Cost: 31,000 GP
made from enchanted clay from the Elemental Plane of Earth.
While wearing this armor you gain resistance to acid damage and
While this armor seems heavy, when you enter water it becomes
a +2 bonus to all Constitution saving throws. Once per day as a
light as air. While wearing this armor you gain water breathing
bonus action you can also gain immunity to acid damage until the
and a swim speed equal to your movement speed.
start of your next turn.
CRYSTAL ARMOR
Armor (any heavy armor), uncommon (requires attunement)
FAYMIND ARMOR
Armor (any light armor), rare (requires attunement)
Cost: 450 GP
Cost: 3,275 GP
This armor is typically made from a clear or milky quartz and
Using enchanted silver from the Faewild, this armor set has
prevents negative influences on your senses and mind. While
dancing lights around it that can be used defensively. While
wearing this armor you gain a +1 bonus to all Wisdom and
wearing this armor 5 orbs of light surround you. As a bonus
Intelligence saving throws.
action you can have the lights around you provide bright light out
DARKFORGED ARMOR to a range of 15 feet and dim light for a further 15 feet. You can
Armor (chain shirt, chain mail, scale, or plate), very rare also send one out to hover within 30 feet of you. If you an orb is
(requires attunement) further than 60 feet from you, it returns to you. Once per day you
Cost: 43,250 GP can use a reaction to burn the orbs of light against a creature that
targets you for an attack. The creature must succeed on a DC 16
Made using Duergar techniques, this dark metal armor is known Charisma saving throw or become stunned until the end of their
for its extremely powerful resistance to force. This armor has 3 next turn. The orbs are destroyed when this is done and return by
charges, and regains 1 at dawn. While wearing this armor you the next dawn.
can use a bonus ation to expend a charge and increase your AC
by +2 for 1 minute. This effect can be stacked multiple times, FLICKERSIGHT ARMOR
however all stacked AC is lost when the first used stack expires. Armor (any light armor), rare (requires attunement)
Cost: 3,900 GP
DEFECTION ARMOR
Armor (any heavy armor), legendary (requires attunement) Enchanted with Shadowfell magic, this armor is a darker color
Cost: 265,000 GP with pitch black runes. While wearing this armor you gain minor
dark vision, which makes dim light appear as bright light within
Despite showing signs of wear and tear, this deceptive looking 15 feet, and darkness appear as dim light. As a bonus action once
armor is in fact extremely strong; so much so that it bounces per day you can cause your body to become semi-transparent,
attacks towards others. This armor has 7 charges, and you regain gaining advantage on Dexterity (Stealth) checks for 1 minute.
1d6+1 charges at dawn. While wearing this armor when a single
target attack misses you, you can use a reaction to expend a FORTIFICATION ARMOR
charge and redirect the attack within half the range of the original Armor (scale or plate), uncommon (requires attunement)
attack. The original attacker must reroll for a new attack against Cost: 490 GP
the new target and you can expend an additional charge to give
This armor is forged using typical dragonborn methods, and as
that attack advantage.
such, is well suited for combat. While wearing this armor
whenever you are hit with a critical hit, roll a d20. If you roll a
16-20, the critical attack becomes a normal hit.
13
FROSTBURN ARMOR
Armor (plate), very rare (requires attunement)
Cost: 43,650 GP ILLITHID ROBES
Wondrous item, very rare (requires attunement)
On the outside, this set of plate mail gathers a fine layer of frost. Cost: 41,825 GP
However, those who wear it will attest to the warmth it provides.
While wearing this armor you gain resistance to extreme heat and A very tight and slick set of robes, these robes are common
cold environments. You also gain resistance to cold and fire amongst the mind flayer race. The enchantments upon them show
damage. This armor has 5 charges, and regains 1d4 charges at the willingness to use thralls as shields. While wearing this robe,
dawn. When a friendly creature within 10 feet is attacked, you you gain resistance to psychic damage. Three times per day when
can use your reaction to expend a charge and grant that creature you take damage from an attack, you can choose a willing
resistance to either fire or cold damage until the end of your next creature in sight and split the damage in half with that creature as
turn. a reaction.
FROZEN ARMOR
Armor (any heavy armor), uncommon (requires attunement)
Cost: 425 GP
Motes of ice float around this armor made of ice, enchanted never
to melt. Despite its appearance, it keeps the wearer warm. While
wearing this armor you gain resistance to extreme cold
environments. You also gain resistance to cold damage. Once per IMMUNIZING ARMOR
day you can add 1d6 cold damage to a melee or ranged attack. Armor (any heavy armor), uncommon
Cost: 265 GP
GIANTDODGER ARMOR
Armor (leather), rare (requires attunement) This armor is sleek and white, giving a sense of purity. The runes
Cost: 4,350 GP on the armor glow in the presence of poison and disease. While
wearing this armor you gain resistance to poison damage. You
This very simple looking set of leather armor is very common also have advantage on saving throws against poisons and
among the halfling heroes of the world, mostly in part due to the diseases.
stories and legends that surround it. While wearing this armor
when a creature with a size category larger than yours misses IMPOSTERS ARMOR
with an attack, you can use a reaction to move half your Armor (any heavy armor), uncommon
movement speed without opportunity attacks. You also gain Cost: 225 GP
advantage on Dexterity (Stealth) checks against that creature until
the end of your next turn. A plain looking set of metal armor with a quick command word
you can transform this armor into a robe or set of clothes. While
HEARTENING ARMOR wearing this armor you can use a bonus action to transform your
Armor (scale or plate), uncommon (requires attunement) armor from its current state into a set of common clothes or back.
Cost: 380 GP You lose the AC bonus while in common clothes form. You also
gain advantage on Charisma (Deception) checks to convince
The glyphs on this armor not only give you courage to face your others your clothes are normal.
fears, but to come back at them as well. While wearing this armor
you gain a +1d4 on Wisdom saving throws against fear effects.
When you are successful on a save against a fear effect, you also
gain temporary hit points equal to your level for 1 minute.
14
IMMUNIZING ARMOR LIFEGIVING ARMOR
Armor (scale or plate), uncommon Armor (plate), uncommon (requires attunement)
Cost: 265 GP Cost: 325 GP
This armor is sleek and white, giving a sense of purity. The runes This armor is covered in runes and glyphs of protection and
on the armor glow in the presence of poison and disease. While healing. While wearing this armor you gain resistance to necrotic
wearing this armor you gain resistance to poison damage. You damage. Once per day while wearing this armor you can use a
also have advantage on saving throws against poisons and bonus action to roll a hit die and regain hit points equal to the hit
diseases. die results.
IMPOSTERS ARMOR
Armor (any heavy armor), uncommon
Cost: 225 GP
IRREFUTABLE ARMOR
Armor (any), uncommon (requires attunement)
Cost: 490 GP
15
MELIORATING ARMOR
Armor (any heavy armor), uncommon (requires attunement)
Cost: 375 GP
PELAURUM ARMOR This armor has specific runes that react when the wearer is in
Armor (any heavy armor), uncommon (requires attunement) danger and helps avoid it. Twice per day while wearing this
Cost: 485 GP armor when you forced to make a Dexterity saving throw, you
may use your AC score as your Dexterity saving throw roll, as
A golden sheen on this set of armor reminds the wearer of the the armor forms a protective layer to save the wearer.
might of the sun god. You gain resistance to fire and radiant
damage while wearing this armor. REINFORCING ARMOR
Armor (scale or plate), uncommon (requires attunement)
Cost: 375 GP
PRISMATIC ROBE
Wondrous item, legendary (requires attunement) This armor is meant for providing additional strength when your
Cost: 265,800 GP own reserves run out. While wearing this armor you gain an
additional +1 on Constitution and Strength saving throws.
A rainbow colored robe that appears in dull colors at first, this
robe springs to life when used. While wearing this robe, when
REPULSION ARMOR
you are hit with an attack that does fire, cold, poison, lightning,
Armor (any light armor), uncommon (requires attunement)
or acid damage, you gain resistance to that damage type at the
Cost: 360 GP
end of your turn. This armor has 6 charges, and regains 1 charge
at dawn. You can use an action to expend a number of charges to The amount of runes on this armor is a bit excessive. They
cast the following spells: activate when a foe gets too close. Three times per day while
2 charges- prismatic spray (save DC 20) wearing this armor when a creature moves within 5 feet of you,
6 charges- prismatic wall (save DC 20) you can use your reaction to force the creature to make a DC 14
Strength saving throw. On a failed save, they are pushed 10 feet
away by a force emanating from the armor.
16
RIGHTEOUS ARMOR
Armor (plate), rare (requires attunement)
Cost: 4,225 GP
ROBE OF FORBEARANCE
This armor is inscribed with stories of a zealot on their way to
Wondrous item, legendary (requires attunement)
smite their foes. While wearing this armor when you are hit with
Cost: 265,750 GP
an attack that has advantage against you, you can use a reaction
to force the attacker to make a DC 16 Wisdom saving throw. On A robe designed to appear ordinary, the inside of these robes are
a failed save, they take 2d6 radiant damage as holy daggers shoot actually covered with many different types of protection magic.
towards them. While wearing this robe whenever you are the target of a single
attack, add 1d6 to your AC. Whenever you are the target of an
ROBE OF BLOODWALKING effect that requires a saving throw, add 1d6 to your saving throw.
Wondrous item, very rare (requires attunement)
Cost: 32,000 GP ROBE OF QUILLS
Wondrous item, uncommon (requires attunement)
A robe that is said to be made using vampiric methods, this robe
Cost: 325 GP
will reward you for slaying your foes. While wearing this robe
when you kill a Medium or larger creature within 30 feet, you Spines cover the outside of this robe, which seem to spike up
can use your movement to teleport through the blood left by the whenever you are struck by an attack. While wearing this robe
creature to be within 5 feet of it. You can also teleport to any when you are targeted by a melee attack or grappled, the creature
pool of blood at least 5 feet in size within 30 feet with your must succeed on a DC 13 Dexterity saving throw or take 1d4
movement. piercing damage, as well 1 piercing damage per turn until they
take an action to remove the quills. Any creature that grapples
ROBE OF CONTINGENCY you automatically fails the save DC.
Wondrous item, uncommon (requires attunement)
Cost: 450 GP ROBE OF SAPPING
Wondrous item, very rare (requires attunement)
Stitched with wool made from the Feywild, this robe is popular
Cost: 43,000 GP
due to its ability to protect its user in a pinch. Once per day while
wearing this robe when hit with an attack or spell, you can use a A popular robe amongst wizards, they help bring down armored
reaction to cast shield, or teleport 15 feet away to an unoccupied foes while also protecting the wearer. This armor has 5 charges,
location you can see. and regains 1d4 charges at dawn. While wearing these robes
when a creature is attacking you with a melee attack, you can use
ROBE OF DEFIANCE a reaction to expend a charge and force the attacker to make a DC
Wondrous item, very rare (requires attunement) 17 Constitution saving throw or have their AC reduced by 1d4
Cost: 42,750 GP and you gain the same amount of AC. This effect can only affect
one creature, and when used again, ends for the previous
Enchanted with magic of the elemental planes, these robes come
creature. This effect does not stack if multiple charges are used.
in three different types; fire, cold, and lightning. While wearing
The effect for you and the affected creature ends after 1 minute.
this robe, whenever you take damage of the type of robe you are
wearing (fire, cold, or lightning), your movement speed increases
by 10 feet, you regain 2d6 hit points, and your next attack deals
an additional 1d8 damage of the elemental type of the robe.
17
ROBE OF SCINTILLATION SERPENTSKIN ARMOR
Wondrous item, uncommon (requires attunement) Armor (any light armor), uncommon (requires attunement)
Cost: 330 GP Cost: 335 GP
A robe made of fine silk, this robe can be made to shine brightly This armor is made from, or using, the discarded skin of a giant
and even blind foes. While wearing this robe, as a bonus action snake and is enchanted to bring out the properties of that creature.
you can have the robe grow with white light, similar to a torch. Once per day while wearing this armor as a reaction when hit
This can be ended at any time. Once per day as an action when with an attack or spell that does poison damage you can gain
you start your turn, you can create a 10-foot-radius burst of light resistance to poison damage until the start of your next turn. Also
emanating from the robe. All creatures in range must succeed on once per day when you take the Disengage action, you can
a DC 13 Wisdom saving throw or become blinded until the end increase your speed by 10 feet until the end of your next turn.
of your next turn.
SHARED SUFFERING ARMOR
ROBE OF THE ARCHFIEND Armor (any), uncommon (requires attunement)
Wondrous item, legendary (requires attunement) Cost: 340 GP
Cost: 270,850 GP
The enchantments of this armor make it so that those who inflict
These demonic looking robes seem to be crafted from skins of suffering on you will also suffer. While wearing this armor
humans, devils, and demons. They give off an aura of dominance. whenever you are affected by a condition of any type, increase all
These robes have 6 charges, and regains 1d4+1 charges at dawn. damage you deal by 1d6.
While wearing these robes you can expend a number of charges
to do the following actions:
1 charge- Cast hellish rebuke (save DC 21)
2 charges- Cast dominate person (save DC 21)
4 charges- Cast dominate monster (save DC 21)
SALUBRIOUS ARMOR
Armor (scale or plate), uncommon (requires attunement)
Cost: 445 GP
SHIMMERING ARMOR
Wondrous item, uncommon (requires attunement)
The runes on this armor turn red whenever the wearer is exposed
Cost: 375 GP
to healing magic. While wearing this armor whenever you regain
hit points, your AC increases by +2 until the end of your next
The magical nature and material of these clothes act as a
turn. You can only gain this effect once per round.
distraction to those who are too close to you. While wearing these
clothes you do not have disadvantage when using a ranged attack
SCREAMING ARMOR
against a target within 5 feet.
Armor (hide, scale, or plate), uncommon (requires attunement)
Cost: 375 GP
SHOCKING ARMOR
Armor (any heavy armor), legendary (requires attunement)
This armor is decorated with symbols resembling screaming
Cost: 265,300 GP
humanoids. While wearing this armor whenever you make a
Charisma (Intimidation) check, increase your roll by 1d4. Once
Created by forges that have been struck by lightning, this armor
per day you can have the armor release a blood-curdling scream.
crackles with electrical energy. While wearing this armor you
All creatures within 5 feet of you, excluding yourself, must
gain immunity to lightning damage. Three times per day, you can
succeed on a DC 13 Wisdom saving throw or become frightened
cast elemental weapon for lightning damage at 5th level.
of you until the end of your next turn. They must be able to hear
Whenever you are grappled or restrained by a creature, the
to be affected.
creature takes 2d6 lightning damage at the start of their turn.
18
SKELETAL ARMOR to have the fangs of your armor strike out at the attacker. They
Armor (chainmail, scale, or plate), legendary (requires must make a DC 16 Dexterity saving throw or they are poisoned
attunement) until they make a successful DC 16 Constitution save at the end
Cost: 235,450 GP of their turns.
19
STALKERS ARMOR
Armor (leather or hide), very rare (requires attunement)
Cost: 37,525 GP STORMLORD ARMOR
Armor (chainmail, scale, or plate), very rare (requires
A rare mix of both Faewild and Shadowfell magic are combined attunement)
into a single armor set, making this armor a hunter’s best friend. Cost: 42,000 GP
Once per day while wearing this armor you can choose a creature
you can see and give them a Stalker’s mark as an action. The Armor depicting stories of the gods of storms, this armor grants
marked creature has disadvantage on Wisdom (Perception) protection from the wrath of nature. While wearing this armor
checks to spot you, you know the cardinal direction of the you gain resistance to lightning and thunder damage. Whenever a
creature relative to you so long as you are on the same plane of friendly creature within 15 feet of you is targeted by a lightning
existence, and you deal an additional 1d6 damage against the or thunder type attack, you can use a reaction to have the attack
marked creature. These effects last 6 hours. target you instead. If you do so, you also gain an additional 1d6
lightning damage to all attacks until the end of your next turn.
STONEBORN ARMOR
Armor (plate), uncommon (requires attunement) SUMMONED ARMOR
Cost: 400 GP Armor (any), uncommon
Cost: 150 GP
This armor is pulled from the earth, giving the wearer the
endurance of stone. While wearing this armor you gain a +2 Using a modified spell, this enchanted armor can instantly be
bonus to all Constitution saving throws. donned or doffed at will. While wearing this armor as a bonus
action you can send the armor to an extradimensional location.
STONESKIN ROBES You can also use a bonus action to instantly equip the armor from
Wondrous item, uncommon (requires attunement) the extradimensional location.
Cost: 345 GP
SURGE ARMOR
These gray robes are slightly heavier than normal, thanks to the Armor (any armor), rare (requires attunement)
enchanted stone dust that laces the threads. Once per day while Cost: 3250 GP
wearing this robe, as a bonus action, you can gain the effects of
the stoneskin spell until the end of your next turn. A well-known set of armor, this armor owes its fame to its ability
to keep its wearer alive. While wearing this armor whenever you
reach zero hit points, you automatically succeed on one death
saving throw. Once per day, you can also add 1d4 to a death
saving throw.
SURVIVOR'S ARMOR
Armor (any light armor), rare
Cost: 1,500 GP
This armor has a reputation for keeping the wearer alive, though
at a cost. Once per day while wearing this armor when you take
damage you can use a reaction to have a willing creature within
sight take the damage instead.
20
TACTICIAN'S ARMOR
Armor (any heavy armor), uncommon (requires attunement)
Cost: 365 GP
THUNDERHEAD ARMOR
VERVE ARMOR
Armor (any heavy armor), rare (requires attunement)
Armor (any heavy armor), uncommon (requires attunement)
Cost: 3,650 GP
Cost: 375 GP
This armor set shows colorations of purple and gray that seem to
A lesser and more common version of the surge armor, it is no
roll over the metal. While wearing this armor when you are hit
less useful for keeping its owner alive. Once per day while
with a lightning or thunder type attack, you can use a reaction to
wearing this armor when you fail a death saving throw, you can
make DC 16 Constitution saving throw to gain immunity to
choose to succeed instead.
lightning and thunder damage until the end of your next turn.
Each day, if you are successful for three saves, every save after
VETERAN'S ARMOR
the third grants one point of exhaustion.
Armor (any), uncommon (requires attunement by a fighter)
Cost: 435 GP
VAPORFORM ARMOR
Armor (any light armor), legendary (requires attunement) This worn and used set of armor is extremely popular amongst
Cost: 234,000 GP the fighters who swear by this armor. While wearing this armor
when you use an action surge, add a +1 bonus to all attack and
This armor is weightless and has the colors of white and blue
damage rolls made until the end of your turn.
shifting constantly. This armor has 6 charges, and regains 1d4+1
charges at dawn. While wearing this armor you can expend a
VOIDCRYSTAL ARMOR
number of charges to use the following spells:
Armor (any), very rare (requires attunement)
1 charge- misty step
Cost: 45,250 GP
4 charges- windwalk
6 charges- investiture of wind (save DC 19) An armor set made of, or enhanced with black crystals, this
armor set can help protect you against future attacks. While
VERSATILE ARMOR wearing this armor when a melee attack misses you, you can use
Armor (any heavy armor), uncommon (requires attunement) a reaction to have the void crystals in the armor react to the
Cost: 345 GP weapon. The attacker must make a DC 17 Wisdom saving throw.
On a failed save, you gain resistance to that melee attack damage
This armor has the ability to shift in weight and size, while also
type for 1 minute. If the attack was an unarmed attack, or made
boosting the wearer's speed. While wearing this armor as a bonus
with natural weapons such as claws or horns, on a failed save the
action you can suffer a -2 penalty to AC to increase your
attacker also takes 2d6 force damage.
movement speed by 10 feet. You can remove this effect with a
bonus action.
21
WARSHEATH ARMOR
Armor (plate), rare (requires attunement)
Cost: 4,575 GP
MAGIC WEAPONS
An armor made of layers of enchanted steel, the layers of this
armor grow stronger the more foes you have around you. While
wearing this armor for every 2 creatures you have within 5 feet of
ACIDIC WEAPON
you, your AC increases by 2.
Weapon (any sword or spear), uncommon (requires attunement)
Cost: 375 GP
WHITEFLAME ARMOR
Armor (any medium or heavy armor), uncommon (requires
This weapon spills acid as it is used, helping to deal more
attunement)
damage while extending range. While wielding this weapon, this
Cost: 345 GP
weapon does an additional 1d4 acid damage. Once per day as a
bonus action, you can cause the acid to surge on the weapon,
The enchantments of this armor absorbs elemental energies to
extending the range of attacks made with the weapon by 5 feet
help protect the user. Once per day while wearing this armor you
until the end of your turn.
can gain resistance to one of the following elemental types until
the end of your next turn: fire, radiant, lightning, or thunder. ASSASSINS WEAPON
Weapon (any light weapon), rare
WILDLEAF ARMOR Cost: 2,000 GP
Armor (padded, leather, or hide), rare (requires attunement)
Cost: 3,350 GP This weapon is enchanted in order to not only help bring down a
target, but make sure they can't escape as well. When you hit a
Made from Feywild leaves, this armor is used by rangers to help
creature with this weapon, they must make a DC 16 Constitution
them move through nature with ease and stealth. While wearing
saving throw. On a failed save, they take 2d4 poison damage or
this armor you ignore difficult terrain of any type. You can also
half as much on a successful save. Once per day, you can have a
cast pass without a trace once per day.
special poison flow into the blade, which lasts 1 minute, or until
your next hit. A creature hit with this poison must succeed on a
ZEALOTS ARMOR DC 16 Constitution saving throw or be affected by the slow spell.
Wondrous item, very rare (requires attunement)
Cost: 30,000 GP
BATTERING WEAPON
Weapon (any bludgeoning weapon), rare
These cloth vestments are adorned with the prayers of a cleric
Cost: 2,100 GP
who devoted their life to the destruction of the undead. While
wearing this robe, you gain +3 to attack and damage rolls made
The enchantments on this weapon allow it to hit with the force of
against undead creatures. Whenever you are hit by an undead
an earthquake. Once per day while wielding this weapon, you can
creature, you can use a reaction to cause the armor to react with a
slam this weapon on the ground and cause a quake. Make a single
holy smite, causing 3d6 radiant damage to the attacker. Once per
melee weapon attack roll against all creatures standing on the
day, you can also cast daylight on the armor
ground with 15 feet of you. This feature deals double damage
against structures.
22
BATTLECRAZED WEAPON
Weapon (any axe or blade), uncommon (requires attunement)
Cost: 475 GP
BLADE OF BAHAMUT
The runes of this weapon glow when hit against a creature, Weapon (great sword), legendary (requires attunement by a
seeking to draw blood. Whenever you hit a creature with this cleric or paladin)
weapon, they are battle marked. Every attack that hits the marked Cost: 250,000 GP
creature with this weapon increases the amount of damage done
by this weapon +1 per hit, with a maximum of +2. Only one This platinum blade is adorned with lapis lazuli throughout, and
battle mark can exist at a time and hitting a new creatures ends contains prayers of the Dragon of Justices' battles. If you worship
the previous mark. The mark lasts 1 minute. Bahamut or a similar god, this weapon can be used as a holy
symbol for spells casted by a paladin or cleric, and can also add
BATTLEMASTER'S WEAPON this weapon’s enchantment bonus to your spell attacks and
Weapon (any), very rare (requires attunement by a fighter) damage. Once per day while wielding this weapon, you can
Cost: 41,750 GP channel the power of Bahamut into the blade, causing 10-foot-
radius sphere burst of holy force centered on yourself. All hostile
This weapon is highly sought after by fighters of the world. Once creatures in range must make a DC 19 Dexterity saving throw.
per day while wielding this weapon, you can use a bonus action On a failed save, they take 8d8 radiant damage, or half as much
to regain a use of an Action Surge. You may only use this feature on a successful save. All allied creatures in range take no
if you already have the Action Surge feature. damage, and instead regain hit points equal to the results of
damage rolled.
BILETHORN WEAPON
Weapon (any melee), very rare (requires attunement)
Cost: 49,000 GP GP
This enchanted weapon oozes a rare black poison that mimics the
most recent pain inflicted. Once per day when you deal damage
with this weapon, you can have the black poison take effect. At
the start of your next turn, the most recent creature that took
damage from your weapon takes the same amount of weapon
damage again, but the damage type is changed to poison.
These enchanted weapons have a gray coloration that turns black The blade of this weapon can bring about the darkness of night
when a creature is killed. When this weapon is used to kill a with a vital strike. When you score a critical hit with this weapon,
creature, you may take a Hide action. the damaged creature must make a DC 16 Wisdom saving throw
or be blinded until the end of their next turn. Once per day as a
BLACKSMELT WEAPON bonus action, you can call upon the night within the blade to
Weapon (any hammer, flail, or mace), rare create a 10-foot-radius sphere of magical darkness centered on
Cost: 2,500 GP yourself, which blocks line of sight to all creatures outside of it.
This effect lasts until the end of your next turn.
Made using duergar methods, these weapons pack an extra punch
behind them. Three times a day while wielding this weapon, you
can double the damage dice rolled for a single attack with this
weapon.
23
BLOODCLAW WEAPON saving throw equal to, or greater than your attack roll, or take the
Weapon (any melee), uncommon weapons damage as radiant damage.
Cost: 280 GP
BRONZEWOOD WEAPON
The hilt of this weapon digs into the hands of the wielder and
Weapon (any melee), rare
draws the blood into the runes of the weapon. As a bonus action,
Cost: 1,750 GP
you can draw your own blood to empower the weapon. You take
1d4 damage. If your next weapon attack with this weapon hits, This weapon was created to combat the forces of the Shadowfell.
the creature takes an additional 2d4 damage. The damage When an undead creature is hit with this weapon, the creature
increases to 3d4 if the weapon is wielded with 2 hands. must succeed on a DC 16 Wisdom saving throw or be surrounded
by a golden light that gives them the effects of the faerie
BLOODIRON WEAPON fire spell until the end of their next turn.
Weapon (any), very rare (requires attunement)
Cost: 49,000 GP CHAOS WEAVE WEAPON
Weapon (any) very rare (requires attunement)
This weapon is enchanted and crafted using demonic methods, so
Cost: 36,000 GP
the weapon is very good at inflicting pain. Whenever this weapon
scores a critical hit, the creature takes damage equal half of the This weapon is enchanted with glyphs that call upon the
critical damage again at the start of your next turn, as the creature Elemental Chaos to help bypass defenses of weapon resistances.
is forced to re-experience their previous pain. When a creature with resistance to non-magical piercing,
slashing, or bludgeoning is hit with this weapon, they take an
BLOODTHIRSTY WEAPON additional 3d6 damage of this weapon’s damage type.
Weapon (any melee), very rare
Cost: 18,500 GP
This weapon draws blood into the runes, and remembers the
blood of the creatures it drinks. When you damage a creature
with this weapon (excluding elementals, constructs, and undead),
this weapon gains a charge type of the creature type that was
damaged. Once the blade has 3 charges of a single creature type,
the weapon deals an additional 2d6 damage against creatures of
that type. All charges are lost after a long rest.
Weapons with this enchantment are infused with light that can
pass through armor. This weapon gives off bright light in a 10-
foot-radius and dim light for another 10 feet unless covered or
sheathed. You can change the damage type of this weapon from
its normal type to radiant, and back again (requires no action).
This weapon has 3 charges, and regains 1 charge at dawn. You
use an action to expend a charge to have the blade of light
attempt to pass through a creature’s defenses for a single attack.
Roll a standard attack. The creature must make a DC Dexterity
24
CLOAKED WEAPON CRUSADER'S WEAPON
Weapon (any), rare Weapon (any hammer or mace), rare (requires attunement by a
Cost: 2,000 GP cleric or paladin)
Cost: 4,200 GP
Using a modified version of the invisibility spell, this weapon
shares properties of that spell. The weapon is invisible to This common weapon is used by high ranking clerics and
everyone but the wielder. As such, attacks made with this weapon paladins due to its many useful features. This weapon deals
have advantage until you make a successful hit on a creature or radiant damage instead its normal damage type. This weapon
object, which reveals the weapon to everyone. The weapon counts as a holy symbol for casting spells as a paladin or cleric,
regains its invisibility after a short or long rest while sheathed. and you can add this weapon’s enchantment bonus to spell
attacks and damage. You also gain the use of an additional
COLD IRON WEAPON Channel Divinity per day.
Weapon (any), rare (requires attunement)
Cost: 3,450 GP CUNNING WEAPON
Weapon (any melee), rare (requires attunement)
This weapon is enchanted and made with Shadowfell methods, Cost: 4,775 GP
and so is a bane against native fey creatures. This weapon does
an additional 1d6 damage against fey creatures. Once per day The runes on this weapon make any poison or oil applied to it
when you hit with this weapon, you can force the creature to much more useful. Whenever a creature that is hit with this
make a DC 15 Dexterity saving throw. On a failed save, they are weapon has to make a saving throw, they suffer disadvantage to
restrained by shadows until the end of their next turn. If the their saving throw until the end of your turn.
Cost: 225 GP
This weapons wounds are black and withered, and are difficult to
The glyphs of this weapon glow as your allies get closer. Three heal as a result. This weapon deals an additional 1d4 necrotic
times per day while wielding this weapon when a friendly damage.
creature within 5 feet of you rolls a d20, you can use a reaction to
grant them a +1d4 to that roll.
DECEREBRATING WEAPON
Weapon (any hammer or mace), rare (requires attunement)
This polearm has the ability to keep foes out of reach with waves this weapon suffer a -2 penalty on Wisdom saving throws made
of force. While wielding this weapon whenever you make a until the end of their next turn. If you score a critical hit, the
shove attack, you can push them 15 feet rather than 5 feet thanks effect lasts an extra round. A creature can only gain this effect
to your polearm’s force. Three times per day whenever a creature once per round.
enters your combat range, you can use a reaction to make a shove
action against them with this weapon.
25
DEFENSIVE WEAPON
Weapon (any), uncommon (requires attunement)
Cost: 490 GP DISTANCE WEAPON
Weapon (any ranged), uncommon
The transmutation runes on this weapon allow it to assist with Cost: 250 GP
your armor when being defensive. When you take the Dodge
action while wielding this weapon, you can add +2 to your AC Weapons enchanted with these runes flash slightly when fired,
until the end of your next turn. You can't make opportunity granting additional force to their shots. Increase the normal range
attacks with this weapon if you use this feature. of this weapon by 15 feet and the long range by 30 feet.
This weapon emanates mist from the Astral Sea, which repels This weapon’s design is intimidating, and thanks to the
demons. This weapon deals an additional 1d10 damage to enchantments, the dread it brings can be forced upon foes. This
demons. While wielding this weapon, you can also reduce any weapon does an additional 1d6 psychic damage. Creatures who
damage done by a demon to you by 1d10 as a reaction, as the are hit by this weapon must succeed on a DC 16 Wisdom saving
mist surrounds you to protect you. throw or suffer a -1 penalty to their AC, saving throws, and
checks until the end of their next turn. Creatures who are immune
DESICCATING WEAPON to being frightened don't suffer this effect.
Weapon (any finesse weapon), very rare (requires attunement)
Cost: 47,250 GP DYNAMIC WEAPON
Weapon (any melee), uncommon
The enchantments on this weapons help to guide nimble weapons Cost: 175 GP
towards tendons and weak points of the body. When a creature is
hit with this weapon, they suffer a -1 penalty to Dexterity saving Transmutation runes on this weapon allow it to take the form of
throws until they succeed on a DC 17 Constitution save at the end other weapons, making this useful for adapting mid-fight. As a
of their turn. This effect continues to stack until they make a bonus action, you can transform this weapon into any other melee
successful Constitution save at the end of their turn. The effect of weapon. This can be ended as a bonus action, and the weapon
this weapon stacks up to a max penalty of -5. returns to its original form
The runes of this weapon allow your determination to hit a target The magical nature of these weapons has negative effects on soil
be carried into the weapon itself. When this weapon is thrown, it and earth. This weapon does critical damage against structures
returns to the thrower at the end of your turn, if able. The that are made with earthen materials, such as stone or brick. You
weapon’s normal and long range increases by 15 feet. Once per can also cast mold earth three times a day while wielding this
day if this weapon misses after being thrown, you can choose to weapon. Creatures that are made of earth, such as earth
have it not return to you. At the start of the targets turn, make elementals, clay golems, and stone golems, are vulnerable to
another thrown weapon attack with the missed weapon. damage from weapons with this enchantment.
26
ELUKIAN CLAY WEAPON your damage and attack rolls with this weapon by +1d6 while
Weapon (any bow or crossbow), rare you are within 5 feet of the allied creature.
Cost: 2,100 GP
FLESH SEEKER
These ranged weapons are made with enchanted clay from the
Weapon (any light melee weapon), uncommon
Elemental Plane of Earth, and are surprisingly flexible. Once per
Cost: 280 GP
day if you miss an attack with this weapon, you can reroll the
attack with a +1d6 bonus to the attack roll. You must keep the Thanks to the enchantments, this thinner than usual weapon is
new attack roll results. easily able to slip through thick armored plates. Three times per
day when you hit a creature with this weapon, you can use a
bonus action to gain advantage on your next attack against the
same creature with this weapon.
FOOTPAD'S FRIEND
Weapon (any light blade), rare (requires attunement by a rogue)
Cost: 3,200 GP
What seems to be an ordinary weapon at first, when this is swung FORCE WEAPON
through the air, cuts appear beyond your normal reach. Whenever Weapon (any), rare
you make a melee attack with this weapon, you may extend its Cost: 1,750 GP
reach by 5 feet.
This weapon shimmers with force as it is swung, giving hints to
its powerful nature. You can change the damage type of this
FEYSLAUGHTER WEAPON
weapon to force damage, or back again. Twice per day, when you
Weapon (any), rare
hit a creature with this weapon, you can force them to make a DC
Cost: 1,500 GP
16 Strength saving throw. On failure, they are pushed 15 feet
A weapon designed to deal with fey creatures and other creatures away from you.
that tend to teleport. This weapon does an additional 1d6 damage
to fey creatures. Creatures that are hit with this weapon must also FORCEFUL WEAPON
make a DC 15 Intelligence saving throw. On a failed save, they Weapon (any bow), very rare
cannot use any spell or ability that allows them to teleport until Cost: 9,500 GP
the end of their next turn.
The sheer amount of energy that is put into every shot of this bow
FLANKING WEAPON can push back foes. When a creature is hit with attacks from this
(Note: This magic item is only usable if your DM allows the weapon, they must succeed on a DC 17 Strength saving throw or
optional flanking rule) be pushed 5 feet away.
Weapon (any melee), rare (requires attunement)
Cost: 3,500 GP
27
GAMBLER'S WEAPON
Weapon (any light blade), uncommon GRASPING WEAPON
Cost: 270 GP Weapon (any reach weapon), uncommon
Cost: 200 GP
This blade is popular among the very lucky, or the unlucky; it
depends on who is telling the story. Whenever you make an The head of this weapon has a malleable feature that allows it to
attack with this weapon, you can choose to roll 1d8-3. The result extend the reach of the wielder’s grab. You can use the range of
is added or subtracted from your damage and attack rolls until the the polearm when grappling, with the head of this weapon
end of your turn. opening up to reach out and grab the target. The weapon can still
be used to attack the grappled creature even while using this
feature.
HEALING WEAPON
Weapon (any ranged), very rare (requires attunement)
Cost: 36,500 GP
successfully to the creature. Once the chain is attached, any attunement by a spell caster)
previous created chain fades away. You can end the ghost Cost: 375 GP
28
INESCAPABLE WEAPON You can expend as many charges you would like. If you do, your
Weapon (any), uncommon (requires attunement) next attack or damage roll with this weapon gains a bonus equal
Cost: 400 GP to the amount of charges expended within the last 24 hours.
Popular with war mages and eldritch knights, this blade allows
JAGGED WEAPON the wielder to exchange magical power for physical power. As a
Weapon (any axe, heavy blade, or light blade), rare bonus action, you can choose to expend a spell slot of 1st level or
Cost: 2,100 GP higher. This weapon gains a bonus to its next damage roll equal
to the level of spell slot expended.
The weapon is very jagged, pitted, and scarred, helping it to dig
out flesh when it hits. Increase the critical hit range of the
weapon by 1.
LEGENDARY WEAPON
Weapon (any), legendary (requires attunement)
Cost: 210,00 GP
A weapon of great legends and heroes. Once per turn, when you
score a critical hit with this weapon, you may take an extra
action. The critical strike range of this weapon is increased by 1.
You can also cast commune once per day to ask heroes of the past
for advice.
LUCK LENDER
Weapon (any), legendary
Cost: 125,000 GP
This weapon takes bad luck and can turns it into good luck.
Whenever you roll with disadvantage with this weapon, this
weapon gains 1 charge. Whenever you roll a 1 on an attack roll
with this weapon, this weapon gains 3 charges. There is no limit
to the number of charges this weapon can store, however the
number of charges within the weapon resets to 2 after a long rest.
29
MAULING WEAPON or cleric, adding its enchantment bonus to spell attack and
Weapon (any hammer, mace, or heavy blade), rare damage rolls. Three times per day when you use this weapon to
Cost: 2,200 GP make an attack, you can slam the hammer on the ground and
bring Moradin's wrath down on foes. Choose any number of
This weapon is useful for destroying and knocking down foes.
creatures within a 15-foot-sphere centered on yourself. They
This weapon does 1d6 additional damage against objects and
must make a DC 21 Constitution saving throw. On a failed save,
constructs. Twice per day when you hit a target with this weapon,
they take 8d6 radiant damage, or half as much on a success.
you can force them to make a DC 15 Dexterity saving throw. On
a failed save, they are knocked prone.
NECROTIC WEAPON
Weapon (any axe, heavy blade, or light blade), very rare
MEDIC'S WEAPON
(requires attunement)
Weapon (any), uncommon
Cost: 41,250 GP
Cost: 175 GP
This weapon creates very powerful wounds that tend not to heal.
This weapon is common among paladins and clerics for the
You can cause the damage dealt by this weapon to be necrotic
ability to use excessive divine energy for healing. While wielding
damage. Twice per day when you hit a creature with this weapon,
this weapon whenever you use Channel Divinity, you can choose
you can force them to make a DC 18 Constitution saving throw.
an ally within 15 feet of you to regain hit points equal to your
On a failed save, they gain vulnerability to necrotic damage until
Charisma modifier or Wisdom modifier (wielder’s choice).
the end of your turn. This has no effect if the creature is immune
to necrotic damage.
MINDIRON WEAPON
Weapon (any bow or crossbows), very rare (requires attunement)
OATHBLADE
Cost: 35,000 GP
Weapon (any blade), uncommon (requires attunement)
An iron weapon that is typically wielded by mind flayer thralls, Cost: 365 GP
this weapons projects into mind and body. You can change the
This weapon is commonly used by bounty hunters who want to
damage dealt by this weapon to do psychic damage. Twice per
bring down a target. Once per day while wielding this weapon,
day when you make an attack roll with this weapon, you can
you can cast hunter’s mark.
force the target to make a Wisdom saving throw against your
attack roll. On a failure, they take the entire weapon’s damage as
OPPORTUNISTIC WEAPON
psychic damage plus an additional 4d4 psychic damage.
Weapon (any melee), uncommon
Cost: 250 GP
OVERREACHING WEAPON
Weapon (any polearm), legendary
MORADIN'S WEAPON Cost: 100,000 GP
Weapon (any hammer), legendary (requires attunement by a
This weapon has the ability to extend out further than standard
cleric or paladin)
polearms. The reach of this weapon is 15 feet. This weapon has 5
Cost: 276,500 GP
charges, and regains 1 charge at dawn. While wielding this
This hammer is decorated with the All Hammers' symbols and is weapon you can use a bonus action to extend the range of the
very heavy. If you worship Moradin or a similar god, you may polearm to a total of 30 feet until the end of your turn.
use this weapon as a holy symbol for casting spells as a paladin
30
PAIRED WEAPON
Weapon (any one handed melee weapon), uncommon
PIERCING WEAPON
Cost: 100 GP
Weapon (spear), rare (requires attunement)
This weapon can suddenly become two in an instant. As a bonus Cost: 4,700 GP
action, you can duplicate the weapon, or turn it back into a single
This spear has been modified and enchanted in order to dig out a
weapon. The duplicated weapon lasts for 1 minute.
foes flesh and leave them bleeding. Twice per day when you hit a
creature with this weapon, you can cause them to bleed. At the
start of the target’s turn, they take damage equal to your Strength
or Dexterity modifier (your choice). The creature may attempt a
DC 15 Constitution saving throw at the end of each of their turns,
ending the effect on themselves on a success, but is otherwise
permanent.
PINNING WEAPON
PARALYZING WEAPON
Weapon (any melee), uncommon (requires attunement)
Weapon (any ranged), very rare (requires attunement)
Cost: 345 GP
Cost: 43,750 GP
Attacking with this weapon allows you to make sure foes don't
This ranged weapon has symbols of snakes and spiders on it, and
flee. As a bonus action when you take the Attack action, you can
venom drips from the ammunition it fires. This weapon has 4
use this weapon to attempt to grapple your target.
charges, and regains 1 charge at dawn. While wielding this
weapon you can expend a charge to poison a single ammo loaded
POINT BLANK WEAPON
in this weapon with venom. This venom lasts 1 minute or until it
Weapon (any ranged), uncommon (requires attunement)
hits a creature. On a hit, the creature must succeed on a DC 18
Cost: 360 GP
Constitution saving throw or be paralyzed for 1 minute. They can
repeat the saving throw at the end of each of their turns, ending The enchantments of this weapon prevents close quarters actions
the effect on themselves on a success. Creatures immune to against you. You do not have disadvantage making ranged
poison damage or the poisoned condition are immune to this attacks with this weapon when a creature is within 5 feet of you.
effect.
POISONED WEAPON
PARRYING WEAPON Weapon (any bow, crossbow, light blade, war pick, or spear),
Weapon (any melee), uncommon (requires attunement) uncommon (requires attunement)
Cost: 375 GP Cost: 350 GP
This weapon allows its user to help defect blows with ease, This weapon can be used in order to help weaken a foe. Once per
regardless of training. Once per day while wielding this weapon day when you hit with this weapon, you can force the target to
when you are hit with a melee attack, you can use your reaction make a DC 13 Constitution saving throw. On a failed save, they
to roll 1d6. You can reduce the damage taken by the result. If you are poisoned until the end of their next turn.
have the Parry feature, you can use your superiority dice amount.
31
PREDATORY WEAPON
Weapon (any), very rare (requires attunement)
Cost: 41,750 GP
This weapon can be used to bring down a single target very RENDERING WEAPON
effectively. When you hit a creature with this weapon, you can Weapon (any axe), uncommon
put a predatory mark on the creature. Only one creature can have Cost: 280 GP
a predatory mark at a time. For 1 minute, the marked creature
Axes with this enchantment demand that once you have wounded
takes an additional 1d8 damage from your weapon attacks and an
a foe, you finish them. When you score a critical hit with this
additional 2d8 on critical hits.
weapon, you can make a second single weapon attack against
PRIME SHOT WEAPON them. This effect can only be used once per round.
RECKLESS WEAPON expend a charge and target another creature within 15 feet of the
Weapon (any melee weapon), uncommon first target, making a second attack roll for this.
Cost: 200 GP
This weapon prefers force rather than the safety of its wielder.
Once per day while wielding this weapon you can make a
reckless attack. Your first attack made with this weapon has
advantage. All attacks against you until the start of your next turn
also have advantage.
32
RIGHTEOUS WEAPON SHAPECHANGER'S SORROW
Weapon (any melee), rare (requires attunement) Weapon (any axe or blade), rare
Cost: 4,750 GP Cost: 2,250 GP
This weapon is used in order to punish the wicked for their ways. This weapon was meant to hunt down doppelgangers and other
Twice per day when you hit with creature with this weapon, you creatures that change their form. This weapon deals an additional
can force them to make a DC 15 Wisdom saving throw. On a 1d6 damage against any creature that is not in its original form.
failed save, the creature is incapacitated until the end of their next Once per day when you hit a creature with this weapon, you can
turn. If the creature is neutral evil or chaotic evil, the creature is force a creature back into its original form. If the shape change is
instead stunned until the end of their next turn. based on an ability, it immediately ends. If the shape change is
based on a spell, the caster must make a concentration check with
SACRIFICIAL WEAPON disadvantage.
Weapon (any melee), uncommon (requires attunement)
Cost: 435 GP SKEWERING WEAPON
Weapon (war pick or spear), uncommon (requires attunement)
This weapon demands something in exchange for its power.
Cost: 385 GP
Three times per day whenever you hit a creature with this
weapon, you can use a hit die in exchange for adding the amount This weapon, when striking a foe, can leave behind a shard that
rolled on the hit die to the damage of the attack. can hold a foe in place. Once per day when you hit a creature
with this weapon, you can force them to succeed on a DC 14
SCALEBANE WEAPON Strength saving throw or be restrained until the end of their next
Weapon (any) uncommon turn.
Cost: 275 GP
SKYRENDER WEAPON
This weapon is a lesser version of a much more powerful Weapon (any ranged), rare (requires attunement)
enchantment, but nonetheless still useful against dragons. This Cost: 3,000 GP
weapon does an additional 1d4 damage against dragon-type
creatures. Typically found in areas where harpies are common, these
enchantments are used to bring down flying foes. Whenever a
SHADOW SPIKE flying creature is hit with this weapon, they must succeed on a
Weapon (any light blade), legendary (requires attunement) DC 17 Strength saving throw or their flying speed is halved until
Cost: 265,000 GP the end of their next turn. Once per day when a flying creature is
hit with this weapon and fails the saving throw, you can also
The runes and glyphs of this weapon are perfect for any assassins
cause the creature to fall 30 feet. If they hit the ground, they also
or rouges. This weapon has 10 charges, and regains 1d4+1
fall prone but suffer no fall damage.
charges at dawn. While wielding this weapon you can use an
action to expend a number of charges to cast the following spells:
1 charge: invisibility on self
3 charges: greater invisibility on self
5 charges: mislead
33
SNIPERS WEAPON creature’s saving throw must meet or exceed your attack roll or
Weapon (any crossbow), rare they take the weapon’s damage.
Cost: 1,700 GP
STRONGHEART WEAPON
This crossbow is enchanted to allow it to fire as far and as
Weapon (any melee), uncommon
accurately as possible. This weapon can fire at its long range
Cost: 175 GP
without disadvantage. Once per day, you can also add your
Wisdom modifier to attack rolls made with this weapon until the The runes on this weapon can help your body overcome negative
end of your turn. effects. Three times per day while wielding this weapon, you can
ignore the effects of being poisoned or paralyzed until the end of
SPLITTING WEAPON your turn. This does not end the condition.
Weapon (any flail), rare
Cost: 2,000 GP SUBTLE WEAPON
Weapon (any melee), uncommon (requires attunement)
This flail has the ability to split apart when it is swung, allowing
Cost: 420 GP
for multiple hits. Twice per day while wielding this weapon when
you make an attack, you can also target another creature that is This weapon looks ordinary, which helps its arcane effects take
within 5 feet of both you and the first creature with the same place when foes least expect it. Whenever you have advantage on
attack roll. attacks with this weapon, you can add 1d4 to damage rolls made
with weapon.
STAGGERING WEAPON
Weapon (any axe, flail, any hammer, any heavy blade, or mace), SWIFTSHOT WEAPON
uncommon Weapon (any crossbow), uncommon
Cost: 240 GP Cost: 300 GP
The power of this weapon allows you to move opponents further This weapon’s glyphs allow the wielder to move with unusual
away. Whenever you shove a creature while wielding this quickness. This weapon does not have the loading property.
weapon, you shove them 10 feet rather than 5 feet. Once per day Twice per day, you can use a bonus action to make a single attack
when you hit a creature with this weapon, you can also shove with this weapon.
them as a part of the attack.
TENACIOUS WEAPON
STORMBOLT WEAPON Weapon (any), legendary (requires attunement)
Weapon (any hammer, or spear), very rare (requires attunement) Cost: 234,000 GP
Cost: 46,750 GP
This weapon is well known for its dependability in battle. Five
This weapon pulses with electrical energy and can summon times per day, you may choose to attack with this weapon with
lightning down on your foes. This weapon deals an additional advantage. This advantage cannot be canceled out by
1d6 lightning damage. Once per day, you can cast the call disadvantage. You must be wielding this weapon to gain this
lightning spell with this weapon feature.
Stout Weapon
Weapon (any hammer, axe, mace, war pick, or quarterstaff), rare
Cost: 2,300 GP
34
THIEVING WEAPON THUNDERGOD WEAPON
Weapon (any light blade), uncommon (requires attunement) Weapon (any melee), rare (requires attunement)
Cost: 267,000 GP Cost: 4,125 GP
The design of this weapon is part tool, part distraction. While Loud thunderclaps erupt from this weapon when it collides with
attacking with this weapon, you can use a bonus action in order an opponent. This weapon does an additional 1d6 thunder
to make Dexterity (Sleight of Hand) check against the creature’s damage. When you take the Dash action, you can use a bonus
passive Perception to steal something on the creature, due to the action to make a single weapon attack against a creature with this
blades distracting nature. weapon. On a hit, they take an additional 2d6 thunder damage.
This weapon can not only harm a creature, but also allows you to This spiked gauntlet allows those who fight with fists to strike
read surface thoughts. When a creature is hit with this weapon, with the power and speed of a tiger. While wearing these gloves,
they must succeed on a DC 15 Intelligence saving throw or you whenever you make unarmed attacks, you can have the damage
learn the answer to a yes or no question that the creature knows. type be slashing rather than bludgeoning. Whenever you take a
If the creature doesn't know the answer, you learn nothing. This Dash action with these gloves equipped, increase your movement
feature has no effect on creatures with less than 6 Intelligence. speed by 5 feet. Whenever you take a Dash action, you can use a
bonus action to make two unarmed strikes against a single target.
Additionally, your unarmed attacks deal an additional 2d6
damage.
TRANSFERENCE WEAPON
Weapon (any) rare
Cost: 4,125 GP
This weapon takes the sufferings that you are experiencing and
can share it with foes. Whenever you are undergoing a condition,
when you hit a creature with this weapon, the creature also
experiences that condition until the end of their next turn.
This weapon enchants ammunition with energy, and can even fire This weapon allows one to quickly move around the battlefield,
lightning itself. You can cause all damage done by this weapon to as well as swap places with foes. This weapon has 3 charges, and
be lightning damage. Three times per day, you can cast lightning regains 1 charge at dawn. While wielding this weapon you can
bolt with this weapon. (Save DC 17) expend a charge to cast dimension door. Additionally, when you
hit a creature with the weapon, you can expend a charge to force
them to succeed on a DC 18 Charisma saving throw or they swap
places with you.
35
TRESPASSER'S BANE VANGUARD WEAPON
Weapon (any melee), legendary (requires attunement) Weapon (any melee), uncommon (requires attunement)
Cost: 265,000 GP Cost: 375 GP
This weapon will make a foe who attempts to flee you regret This weapon is favored by knights and fighters looking to charge
doing so. While wielding this weapon whenever you make an to the front to protect allies. Once per day while wielding this
opportunity attack, you can use an attack action against them, weapon when you take the Dash action, all friendly creatures you
using the full amount of weapon attacks allowed. Any creature pass within 5 feet of while dashing gain a +2 bonus to their AC
you hit with an opportunity attack with this weapon has their until the end of their next turn.
speed reduced by 10 feet per hit until the end of their next turn. If
a creature's speed is reduced to zero as a result of the feature of VENGEFUL WEAPON
this weapon, you knock them prone. Weapon (any melee), uncommon (requires attunement)
Cost: 380 GP
TYMORA'S WHISPER
When an ally is being harried by the enemy, this weapon kicks
Weapon (any light weapon), very rare (requires attunement by a
into action to bring them down. Three times per day while
cleric or paladin)
wielding this weapon, whenever a friendly creature within 10 feet
Cost: 41,750 GP
of you takes damage, you can choose to use a reaction to gain a
This weapon is inscribed with prayers of the goddess of luck. If 1d4 bonus to attack and damage rolls against the attacker until
you worship Tymora or a similar god this weapon can be the end of your next turn.
considered a holy symbol for purposes of a cleric or paladin to
cast spells. While wielding this weapon you can also add this VOIDCRYSTAL WEAPON
weapon’s enchantment bonus to spell attacks and damage rolls. Weapon (any melee), very rare (requires attunement)
Three times per day you may reroll an attack roll made with Cost: 36,250 GP
weapon before knowing the results of the outcome, keeping the
This weapon is made of a black crystal material and is enchanted
results of the second roll.
to bring out the crystal's power. This weapon does an additional
TYRANT WEAPON 1d6 force damage. This weapon has 3 charges and regains 1
Weapon (any melee), rare charge at dawn. While wielding this weapon you can choose to
VAMPIRIC WEAPON enemies of the ocean. You suffer no penalties for using this
weapon underwater. This weapon gains a +2 bonus to attack and
Weapon (any blade), rare (requires attunement)
damage against creatures that are underwater.
Cost: 4,250 GP
This weapon draws the life from its victims and gives it to the
wielder. All damage this weapon deals is necrotic. Twice per day
when you make an attack with this weapon, you can have the
weapon cast vampiric touch, using the weapon’s attack roll for
the spell attack.
36
WITHERING WEAPON attack and damage rolls of cleric and paladin spells. Once per day
Weapon (any melee), very rare, (requires attunement) while you are attuned to this holy symbol, you can cast the
Cost: 45,000 GP spell gentle repose without spending a spell slot.
This weapon weakens the armor and resolve of foes that are hit
COG OF CIVILIZATION
with it. Every time a creature is hit with this weapon, their AC is
Holy symbol, rare (requires attunement by a cleric or paladin
reduced by 1. This feature stacks with multiple hits (up to a max
who worships Tyr, Waukeen, Amaunator, or Gond)
of -3). They can remove this effect with a DC 17 Constitution
Cost: 3,800 GP
saving throw at the end of the creatures turn.
A blue metal cog that is the symbol of the god’s will to create
WOUNDING WEAPON civilization. The power of this holy symbol allows you to protect
Weapon (any axe, any crossbow, any blade, or spear), others from forces against civilization. You can add this item’s
uncommon (requires attunements) enchantment bonus to spell attack and damage rolls of cleric and
Cost: 425 GP paladin spells. Once per day while attuned to this item, you can
cast protection from energy without spending a spell slot.
This weapon is enchanted to deal massive wounds to a creature.
Once per day, when you attack with this weapon, you can choose
DRAGONSCALE OF BAHAMUT
to instead cast inflict wounds, using the weapon’s attack roll as
Holy symbol, rare (requires attunement by a cleric or paladin
the spell attack.
who worships Bahamut)
Cost: 3,800 GP
HOLY SYMBOLS A dragonscale shaped holy symbol displaying the symbol of the
H
Dragon of Justice, this scale allows you to keep those who flee
oly symbols are objects used by Clerics and justice in place. You can add this item’s enchantment bonus to
Paladins as a sign of their gods and goddesses. I spell attack and damage rolls of cleric and paladin spells. Once
have converted them into fifth edition and per day while attuned to this item, you can cast hold
changed the abilities around to fit the theme of person without spending a spell slot.
each holy symbol. At the DM’s discretion, other
spellcasters may be able to wield these as spellcasting focuses if HAND OF AZUTH
they worship the right god or ideal. Holy symbol, rare (requires attunement by a cleric or paladin
who worships Azuth)
Cost: 3,800 GP
37
MASK OF SILVANUS STONE OF TYMORA
Holy symbol, rare (requires attunement by a cleric or paladin Holy symbol, rare (requires attunement by a cleric or paladin
who worships Sylvanus) who worships Tymora)
Cost: 3,800 GP Cost: 3,800 GP
A holy symbol shaped like a leaf or shell, that carries the symbol A round stone that is carved with the symbol of the Goddess of
of the God of Nature. This holy symbol allows you to bring the Luck, using this stone can remove a cursed fate. You can add this
presence of Silvanus to a location. You can add this item’s item’s enchantment bonus to spell attack and damage rolls. Once
enchantment bonus to spell attack and damage rolls of cleric and per day while attuned to this item, you can cast remove
paladin spells. Once per day while attuned to this item, you can curse without spending a spell slot.
cast plant growth without spending a spell slot.
SUN DISK OF AMUANATOR
MOON DISK OF SEHANINE Holy symbol, rare (requires attunement by a cleric or paladin
Holy symbol, rare (requires attunement by a cleric or paladin who worships Amuanator)
who worships Sehanine) Cost: 3,800 GP
Cost: 3,800 GP
A stone disk decorated with the symbol of the God of the Sun,
A blueish gray stone disk that carries the sign of the Moon God. Amuanator’s power allows the warmth of the sun even in the
Using the power of this symbol allows you to call upon the moon darkest night. You can add this item’s enchantment bonus to spell
at any time. You can add this item’s enchantment bonus to spell attack and damage rolls of cleric and paladin spells. Once per day
attack and damage rolls. Once per day while attuned to this item, while attuned to this item, you can cast daylight without spending
you can cast moonbeam without spending a spell slot. a spell slot.
A metal, anvil-shaped holy symbol of the father of the dwarves, A sword-shaped symbol of the God of War. This symbol allows
this symbol can be used to find creations of the god of artisans. you to summon an example of Tempus’ might. You can add this
You can add this item’s enchantment bonus to spell attack and item’s enchantment bonus to spell attack and damage rolls of
damage rolls of cleric and paladin spells. Once per day while cleric and paladin spells. Once per day while attuned to this item,
attuned to this item, you can cast locate object without spending a you can cast spiritual weapon instantly without spending a spell
spell slot. slot.
A star shaped pendant that carries the mark of the God of Magic, This holy symbol shows depictions of the Astral Sea, and stands
you can call upon this symbol to remove dark magic from this as a bulwark against the elemental chaos. You can add this item’s
world that is a blight to Corellon. You can add this item’s enchantment bonus to spell attack and damage rolls of cleric and
enchantment bonus to spell attack and damage rolls of cleric and paladin spells. Once per day while attuned to this item, you can
paladin spells. Once per day while attuned to this item, you can cast detect magic without using a spell slot.
cast dispel magic without spending a spell slot.
38
SYMBOL OF BRILLIANCE
Holy symbol, very rare (requires attunement by a cleric or
paladin)
Cost: 34,250 GP
39
SYMBOL OF LIFEBONDING
Holy symbol, rare (requires attunement by a cleric or paladin)
Cost: 3,750 GP
SYMBOL OF MORTALITY
Holy symbol, uncommon (requires attunement by a cleric or
paladin)
SYMBOL OF DIVINITY
Cost: 380 GP
Holy symbol, rare (requires attunement by a cleric or paladin)
Cost: 3,865 GP This symbol shows a representation of the soul, and how it needs
to be protected. You can add this item’s enchantment bonus to
This symbol is called upon when you need the power of your
spell attack and damage rolls of cleric and paladin spells. Once
deity to manifest. You can add this item’s enchantment bonus to
per day while attuned to this item, you gain an additional use of
spell attack and damage rolls of cleric and paladin spells. Twice
Turn Undead. If you do not have Turn Undead, you gain the
per day while attuned to this item as an action, you can expend a
ability to use it once per day.
3rd-level spell slot to regain the use of a Channel Divinity while
attuned to this item.
SYMBOL OF PENITENCE
Holy symbol, rare (requires attunement by a cleric or paladin)
SYMBOL OF FREEDOM
Cost: 4,650 GP
Holy symbol, rare, (requires attunement by a cleric or paladin)
Cost: 4,000 GP This holy symbol is used by those who seek forgiveness of their
deity. You can add this item’s enchantment bonus to spell attack
This holy symbol represents the freedom that is granted and
and damage rolls of cleric and paladin spells. Twice per day
given by the deities. You can add this item’s enchantment bonus
while attuned to this item when you take damage, you can use a
to spell attack and damage rolls of cleric and paladin spells. Once
reaction to regain 2d6 hit points.
per day while attuned to this item, you can cast freedom of
movement without spending a spell slot.
SYMBOL OF PERSEVERANCE
Holy symbol, rare (requires attunement by a cleric or paladin)
SYMBOL OF GOOD FORTUNE
Cost: 4,500 GP
Holy symbol, uncommon (requires attunement by a cleric or
paladin) This symbol is carried by those who faith never wavers, even
Cost: 430 GP those close to death. You can add this item’s enchantment bonus
to spell attack and damage rolls of cleric and paladin spells. Once
This symbol tells its wielder that the divine will always have the
per day while attuned to this item when a friendly creature within
side of the faithful. You can add this item’s enchantment bonus to
sight falls to 0 hit points or below but is not killed outright, you
spell attack and damage rolls of cleric and paladin spells. Once
can use a reaction to expend one of your hit die and allow the
per day while attuned to this item, you can add an additional 1d6
creature to regain hit points equal to the hit die results.
to any spell attack roll.
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SYMBOL OF RADIANT VENGEANCE
Holy symbol, legendary (requires attunement by a paladin)
Cost: 267,300 GP SYMBOL OF REVIVIFICATION
Holy symbol, legendary (requires attunement by a cleric or
This holy symbol is a representation of the wrath of your god or paladin)
goddess. You can add this item’s enchantment bonus to spell Cost: 295,000 GP
attack and damage rolls of cleric and paladin spells. Three times
per day while attuned to this item whenever you cast Through the power of the gods, heroes can be restored to life to
a smite spell, you can add an additional 3d6 radiant damage to the fight in their name once more. This is the story engraved on this
spell. symbol of the faithful. You can add this item’s enchantment
bonus to spell attack and damage rolls of cleric and paladin
SYMBOL OF RENEWAL spells. You always have the spell resurrection prepared while
Holy symbol, very rare (requires attunement by a cleric or attuned to this item. Once a month while attuned to this item, you
paladin) can ignore the component cost of the resurrection spell, so long
Cost: 47,000 GP as the creature has been dead less than a year. Creatures restored
with this feature also do not suffer the -4 penalty.
This symbol is typically carried by clergy that feel like their deity
has given them a second chance. You can add this item’s SYMBOL OF SACRIFICE
enchantment bonus to spell attack and damage rolls of cleric and Holy symbol, legendary (requires attunement by a cleric or
paladin spells. You are considered to have the spell raise paladin)
dead prepared at all time. Once per week while attuned to this Cost: 295,000 GP
item, you can ignore the component cost of the spell raise dead.
Typically carried by only the most extreme of clergy, this holy
SYMBOL OF REPROACH symbol is an example of the sacrifices made by those of the
Holy symbol, uncommon (requires attunement by a cleric or faithful. You can add this item’s enchantment bonus to spell
paladin) attack and damage rolls of cleric and paladin spells. Whenever
Cost: 375 GP you deal damage to a single creature with a spell, you can roll
any number of d6 to deal damage to yourself as you draw your
This holy symbol tells of the dangers of going against the ways of own life-force into the symbol. You deal additional damage with
the deities. You can add this item’s enchantment bonus to spell your attack equal to the amount of damage you dealt yourself.
attack and damage rolls of cleric and paladin spells. Once per day
while attuned to this item, you can cast the spell bane without SYMBOL OF SHIELDING
spending a spell slot Holy symbol, rare (requires attunement by a cleric or paladin)
Cost: 3,450 GP
SYMBOL OF RESILIENCE
Holy symbol, uncommon (requires attunement by a cleric or This holy symbol proves to the faithful that the gods watch over
paladin) and protect their flock. You can add this item’s enchantment
Cost: 345 GP bonus to spell attack and damage rolls of cleric and paladin
spells. Twice per day while attuned to this item you can
Clergy who carry this symbol feel a resilience to keep their faith cast shield of faith, without spending a spell slot.
more strongly. You can add this item’s enchantment bonus to
spell attack and damage rolls of cleric and paladin spells. Once
per day while attuned to this item when you are required to make
a Constitution saving throw for concentration, you can roll with
advantage.
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SYMBOL OF SUSTENANCE
Holy symbol, very rare (requires attunement by a cleric or
ORBS
I
paladin) n fourth edition, Orbs were spell casting implements
Cost: 36,750 GP meant for wizards. I have modified the orbs to also be
used by sorcerers and wizards since they don’t tend to
Clergy carry this symbol so they can continue their prayers
have items meant for them. These orbs typically grant a
despite any condition. You can add this item’s enchantment
once a day ability, and like wands, the caster must be
bonus to spell attack and damage rolls of cleric and paladin
holding them to use them. At the DM’s discretion, these may be
spells. Three times per day while attuned to this item you can
used by other spellcasters.
choose to succeed on any concentration check made for your
spells.
ORB OF ARCANE GENEROSITY
Orb, legendary (requires attunement by a wizard or sorcerer)
Cost: 275,000 GP
This magical orb is a prime example that not all spell casters are
selfish. You can add this item’s enchantment bonus to your spells
attack and damage rolls for sorcerer and wizard spells. Whenever
you cast a spell of 5th level or higher, all friendly creatures
SYMBOL OF THE WAR PRIEST within 10 feet of you regain 2d4 hit points.
Holy symbol, very rare (requires attunement by a cleric or
paladin) ORB OF AUGMENTED STASIS
Cost: 35,750 GP Orb, rare (requires attunement by a wizard or sorcerer)
Cost: 3,500 GP
Carried by paladins and war priests, this symbol is a
representation of both the mercy and wrath of your deity. You This orb can reach into the mind of creatures and hold them in
can add this item’s enchantment bonus to spell attack and damage place. You can add this item’s enchantment bonus to spell attack
rolls of cleric and paladin spells. Three times per day while and damage rolls for sorcerer and wizard spells. Once per day
attuned to this item whenever you cast a spell that deals damage you can channel your power through the orb to psychically hold
to a single creature, you can expend another spell slot of the same them in place. Using an action, target a creature within 30 feet.
level to heal a creature within 15 feet the same amount of damage The creature must make an Intelligence saving throw against
dealt. Spells that list they kill a creature cannot be used for these your spell save DC or be restrained until the end of their next turn
This symbol explains that smites are an extension of your deities This very powerful orb is used in duels against other magic users.
vengeance against their foes, and empowers your smites to follow You can add this item’s enchantment bonus to your spells attack
that example. You can add this item’s enchantment bonus to spell and damage rolls for sorcerer and wizard spells. Once per day
attack and damage rolls of cleric and paladin spells. Once per day you can attempt to dig out the memories of a creature. Target a
while attuned to this item, you can add 1d6 to a smite spell’s creature within 25 feet and force them to make an Intelligence
damage. saving throw against your spell save DC. On a failed save they
lose the use of a spell slot of highest level for the creature until
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the end of their next short or long rest, as you remove the ORB OF DRACONIC MAJESTY
memory of that spell from their mind Orb, rare (requires attunement by a wizard or sorcerer)
Cost: 4,250 GP
A draconic shape seems to swirl around this orb and can grant
you the fearsome aura of a dragon. You can add this item’s
enchantment bonus to your spell attack and damage rolls for
sorcerer and wizard spells. Once per day when you hit a creature
with a spell, you can appear as a dragon to that creature. Using
your reaction you can force the creature to make a Wisdom
saving throw equal to your spell save DC. On a failed save you
ORB OF CRIMSON COMMITMENT appear as a dragon to the creature and they are frightened for 1
Orb, very rare (requires attunement by a wizard or sorcerer)
minute. The target may repeat the saving throw at the end of each
Cost: 4,600 GP
of their turns, ending the effect on themselves on a success.
Users of this orb are typically known as blood mages due to their
ORB OF FAR SEEING
usage of their bodies to enhance their spells. You can add this
Orb, uncommon (requires attunement by a wizard or sorcerer)
item’s enchantment bonus to your spell attack and damage rolls
Cost: 375 GP
for sorcerer and wizard spells. Once per day whenever you cast a
spell that requires an attack roll, you can draw your life force into Typically used by spell snipers, this orb allows you to hit further
the orb to enhance the spell. Using a bonus action, expend and targets. You can add this item’s enchantment bonus to your spell
roll any number of hit dice. Add the results of the roll to the attack and damage rolls for sorcerer and wizard spells. Once per
attack and damage rolls of the spell. day you can use a bonus action to extend the range of your next
spell that turn by 15 feet.
ORB OF CRYSTALLINE TERROR
Orb, rare (requires attunement by a wizard or sorcerer)
ORB OF FICKLE FATE
Cost: 4,100 GP
Orb, uncommon (requires attunement by a wizard or sorcerer)
Cost: 485 GP
This green crystal orb weakens the will of creatures who gaze
upon it. You can add this item’s enchantment bonus to your
Both lights and shadows swirl around the inside of this orb. You
spells attack and damage rolls for sorcerer and wizard spells.
can add this item’s enchantment bonus to your spell attack and
Once per day you can weaken the willpower of a creature trying
damage rolls for sorcerer and wizard spells. Once per day you
to resist your spells. When a creature attempts to make a Wisdom
can use the magic of the orb to change creature’s fates. As a
saving throw against your spell, you can use your reaction to
bonus action target two creatures within 25 feet of you. One
reduce their saving throw by 1d6.
creature gains advantage on their ability checks and attack rolls
and the other suffers disadvantage on their ability checks and
ORB OF DEBILITATING LANGUOR
attack rolls until the end of their next turn.
Orb, uncommon (requires attunement by a wizard or sorcerer)
Cost: 365 GP
This orb of shadowy colors can slow your foes. You can add this
item’s enchantment bonus to your spell attack and damage rolls
for sorcerer and wizard spells. Once per day you can further
punish a creature with a weaker body. When a creature fails a
Constitution saving throw against a spell you have cast, you can
use a reaction to reduce the creature’s speed by 10 feet until the
end of their next turn.
43
ORB OF HARMONIC AGONY ORB OF INSURMOUNTABLE FORCE
Orb, uncommon (requires attunement by a wizard or sorcerer) Orb, uncommon (requires attunement by a wizard or sorcerer)
Cost: 360 GP Cost: 325 GP
When struck, this orb rings with a deep bass tone. You can add By channeling your spells through this orb, you can blow foes
this item’s enchantment bonus to your spell attack and damage back. You can add this item’s enchantment bonus to your spell
rolls for sorcerer and wizard spells. Once per day you can attack and damage rolls for sorcerer and wizard spells. Once per
enhance a sound to be even more powerful. As a bonus action day you can add additional force to your spells and attempt to
when a creature takes thunder damage from your spells, you can push them back. As a bonus action when a spell hits you can
force them to make a Wisdom saving throw equal to your spell force the creature to make a Strength saving throw equal to your
save DC. On a failed save, they are deafened until the end of their spell save DC. On a failed save, they are pushed 10 feet away
next turn. from you.
This orb of murky colors shows images of your foes suffering This orb is common among the conjurers of the world for it
from your spells. You can add this item’s enchantment bonus to usefulness in that school of magic. You can add this item’s
your spell attack and damage rolls for sorcerer and wizard spells. enchantment bonus to your spell attack and damage rolls for
Once per day you can foresee the suffering of your foes. As a sorcerer and wizard spells. Once per day when you cast a
bonus action when a creature is forced to roll a saving throw conjuration spell that requires concentration, you can double the
against your spell, you can force them to roll with disadvantage. duration of that spell.
This crystal orb allows you to keep your focus regardless of the This orb can be used to help turn the fates to your side, but at a
situation. You can add this item’s enchantment bonus to your price. You can add this item’s enchantment bonus to your spell
spell attack and damage rolls for sorcerer and wizard spells. Once attack and damage rolls for sorcerer and wizard spells. Once per
per day when you fail a concentration check, you can use a day you can reverse the fate of a creature. When a creature within
reaction to reroll the check and keep the second result. 30 feet of you succeeds on a saving throw, you can choose to
have that creature fail instead. When you use this feature, you
ORB OF INESCAPABLE CONSEQUENCES automatically fail the next saving throw you make until your next
Orb, rare (requires attunement by a wizard or sorcerer) long rest.
Cost: 3,300 GP
ORB OF MENTAL DOMINION
This orb is commonly found with evocation mages with bad aim.
Orb, rare (requires attunement by a wizard or sorcerer)
You can add this item’s enchantment bonus to your spell attack
Cost: 4,000 GP
and damage rolls for sorcerer and wizard spells. One per day you
can re-aim your spells before it misses. When you miss with a Popular with Illusion casters, this orb allows you to further trick
spell attack, you can target a different creature in range and reroll foes with your spells. You can add this item’s enchantment bonus
the attack. to your spell attack and damage rolls for sorcerer and wizard
spells. Once per day when you cast an Illusion spell, you can
enhance the power of that spell. Using a bonus action, you can
44
force the targeted creature to make the saving throw with ORB OF SWEET SANCTUARY
disadvantage. Orb, uncommon (requires attunement by a wizard or sorcerer)
Cost: 345 GP
ORB OF MIGHTY RETORT
This orb helps to ward off attacks made against you for a short
Orb, very rare (requires attunement by a wizard or sorcerer)
time. You can add this item’s enchantment bonus to your spell
Cost: 42,000 GP
attack and damage rolls for sorcerer and wizard spells. Once per
This orb will make your foes think twice about attacking you day as a bonus action, you can gain the effects of
again. You can add this item’s enchantment bonus to your spell the sanctuary spell until the end of your next turn.
attack and damage rolls for sorcerer and wizard spells. Once per
day when you are hit with an attack, you can use a reaction to ORB OF THE USURPER
cast a spell, targeting the creature that hit you. The spell must be Orb, legendary (requires attunement by a wizard or sorcerer)
This orb was once held by a mad wizard king, and his influence
ORB OF REVENANT MAGIC
is still felt by those who wield it. You can add this item’s
Orb, very rare (requires attunement by a wizard or sorcerer)
enchantment bonus to your spell attack and damage rolls for
Cost: 43,000 GP
sorcerer and wizard spells. Once per day when you hit a creature
This orb contains reserves of magic and provides them to the with a spell, you can use a bonus action to cast dominate
wielder when needed. You can add this item’s enchantment monster on them without expending a spell slot.
bonus to your spell attack and damage rolls for sorcerer and
wizard spells. Once per day when you miss with a spell or an ORB OF ULTIMATE IMPOSITION
enemy resists its effects, you can use a bonus action to regain a Orb, uncommon (requires attunement by a wizard or sorcerer)
This orb has the ability to impose a punishment on foes. You can
ORB OF SPATIAL CONTORTION
add this item’s enchantment bonus to your spell attack and
Orb, rare (requires attunement by a wizard or sorcerer)
damage rolls for sorcerer and wizard spells. Once per day you
Cost: 4,100 GP
can use a bonus action to cause a creature within 30 feet to suffer
This orb is popular among the evocation class due to the effects a penalty on saving throws against your spells equal to your spell
that this orb has. You can add this item’s enchantment bonus to casting ability modifier. This effect lasts until the end of their
your spell attack and damage rolls for sorcerer and wizard spells. next turn.
Once per day when you cast an evocation spell that targets an
area, you can increase the area of that spell by 5 feet. ORB OF UNINTENDED SOLITUDE
Orb, legendary (requires attunement by a wizard or sorcerer)
ORB OF SUDDEN INSANITY Cost: 265,525 GP
This orb enhances the effects of psychic’s abilities to cause enchantment bonus to your spell attack and damage rolls for
madness in their victims. You can add this item’s enchantment sorcerer and wizard spells. Once per day when you hit a creature
bonus to your spell attack and damage rolls for sorcerer and or creatures with a spell, you can use a bonus action to
wizard spells. Once per day when you deal psychic, force, or cast banishment at 6th level without expending a spell slot.
45
ORB OF UNLUCKY EXCHANGES ADAMANTINE ROD
Orb, uncommon (requires attunement by a wizard or sorcerer) Rod, very rare (requires attunement by a warlock)
Cost: 500 GP Cost: 48,500 GP
This orb can transfer the fate of an ally to a foe. You can add this This black rod with a greenish sheen enhances your spells. You
item’s enchantment bonus to your spell attack and damage rolls can add this item’s enchantment bonus to your spell attack and
for sorcerer and wizard spells. Once per day when you hit a damage rolls for warlock spells. Spells cast using this rod as a
creature with a spell, choose an ally within 25 feet of the creature focus ignore damage resistances, but not immunity.
who is suffering from the effects of poison, blinded, deafened, or
frightened (choose one if multiple). The condition ends for your FEYROD
ally and transfers to the hit creature. The affected creature would Rod, legendary (requires attunement by a warlock of the Archfey
make saves as normal while under the affects. The condition does pact)
not transfer if the creature is immune to the condition. Cost: 280,000 GP
ORB OF WEAKNESS INTENSIFIED The capricious nature of this rod reflects the nature of your
patron. You can add this item’s enchantment bonus to your spell
Orb, very rare (requires attunement by a wizard or sorcerer)
attack and damage rolls for warlock spells. You can gain the use
Cost: 48,500 GP
of the Fey Presence feature up to three times per short or long
An orb with swirling purple energy, spells channeled with this rest. You can also use a bonus action to cause the Fey Presence to
orb can weaken a creature. You can add this item’s enchantment emanate from a creature you hit with a spell as the source.
bonus to your spell attack and damage rolls for sorcerer and Wisdom saves made against this feature are made with
wizard spells. Once per day when you hit a creature with a spell, disadvantage.
you can use a bonus action to force the damaged creature to make
a Constitution saving throw. On a failed save they suffer HELLROD
disadvantage to attacks and saving throws for 1 minute. They can Rod, legendary (requires attunement by a warlock of the Fiend
repeat the save at the end of each of their turns, ending the effect pact)
early on a success. Cost: 265,000 GP
This rod radiates with infernal energy, drawing more power from
RODS your patron. You can add this item’s enchantment bonus to your
spell attack and damage rolls for warlock spells. You can double
R
the amount of hit points regained from the Dark One's Blessing
ods in fourth edition are the casting implements of
feature. You also gain an additional choice of damage resistance
warlocks. As such, I decided to keep this in place
for the Fiendish Resistance feature.
and give warlock some more options for magic
items, while granting them abilities that either grant
LIFESAPPER ROD
more spells or act as additional invocations.
Rod, rare (requires attunement by a warlock)
Warlocks must be wielding the rods to use them, and DMs can
Cost: 4,100 GP
grant the ability to use them to other classes at their discretion
This rod changes your spells to also heal you as you slay your
foes. You can add this item’s enchantment bonus to your spell
attack and damage rolls for warlock spells. Whenever you hit
with a spell of 1st level or higher, you can use a reaction to regain
hit points equal to your Charisma modifier.
46
MERCURIAL ROD ROD OF CURSED HONOR
Rod, uncommon (requires attunement by a warlock) Rod, uncommon (requires attunement by a warlock)
Cost: 425 GP Cost: 450 GP
This rod changes the nature of your hexes to suit your needs. You This rod protects you as you curse your opponents. You can add
can add this item’s enchantment bonus to your spell attack and this item’s enchantment bonus to your spell attack and damage
damage rolls for warlock spells. You can use a bonus action to rolls for warlock spells. Whenever you cast hex on a creature or
cause the spell hex's additional damage to change to a penalty to transfer the hex, you gain a +2 bonus to Constitution and Wisdom
attack rolls made by the affected creature. You can use a bonus saving throws until the end of your next turn.
action to change it back to additional damage.
ROD OF FEYTHORNS
QUICKCURSE ROD Rod, rare (requires attunement by a warlock)
Rod, uncommon (requires attunement by a warlock) Cost: 3,750 GP
Cost: 350 GP
A rod formed from a strange root, poison seeps from this rod and
This rod allows you to quickly transfer your curses from one to enhances your spells. You can add this item’s enchantment bonus
another. You can add this item’s enchantment bonus to your spell to your spell attack and damage rolls for warlock spells. This rod
attack and damage rolls for warlock spells. When a creature has 3 charges, and regains 1 at dawn. When you hit a creature
affected by your hex spell drops to 0 hit points, you can transfer with a spell, you can use a bonus action to expend a charge and
the hex to another creature as a reaction rather than a bonus force the creature to make a Constitution saving throw against
action. your spell save DC. On a failed save, they are poisoned until the
end of their next turn.
ROD OF BLASTING
Rod, uncommon (requires attunement by a warlock) ROD OF MALIGN CONVEYANCE
Cost: 350 GP Rod, uncommon (requires attunement by a warlock)
Cost: 425 GP
This rod depicts symbols of tombstones, implying where you
intend to send those who oppose you. You can add this item’s A smoky crystal rod that allows you to teleport as a part of your
enchantment bonus to your spell attack and damage rolls for spells. You can add this item’s enchantment bonus to your spell
warlock spells. You can change the damage type of the attack and damage rolls for warlock spells. When you cast a
spell eldritch blast to necrotic damage. spell, you can use a bonus action to teleport 10 feet to an
unoccupied spot that you can see.
ROD OF BRUTALITY
Rod, rare (requires attunement by a warlock) ROD OF STARLIGHT
Cost: 4,000 GP Rod, rare (requires attunement by a warlock)
Cost: 4,600 GP
This glass rod pushes you to deal more damage. You can add this
item’s enchantment bonus to your spell attack and damage rolls This rod changes your eldritch blasts into shooting stars. You can
for warlock spells. You may reroll any 1s you roll for damage add this item’s enchantment bonus to your spell attack and
rolls of your spells. damage rolls for warlock spells. You can use a bonus action to
change the next eldritch blast you cast into magic missile. The
magic missile spell still keeps the effects of the Eldritch
Invocations that apply to eldritch blast.
47
ROD OF THE BLOODTHORN ROD OF THE HIDDEN STAR
Rod, very rare (requires attunement by a warlock) Rod, rare (requires attunement by a warlock of the Great Old
Cost: 43,000 GP One pact)
Cost: 3,250 GP
This rod requires blood from both its wielder and their foes. You
can add this item’s enchantment bonus to your spell attack and Formed from stone from the Far Realms, this rod can enhance
damage rolls for warlock spells. You can expend any number of your pact with creatures from that distant plane. You can add this
hit dice, adding the results of the hit die to the damage of a spell. item’s enchantment bonus to your spell attack and damage rolls
If you have expended the last of your hit dice with this feature, for warlock spells. Your Awakened Mind feature's range is now
you regain hit points equal to the damage dealt. 60 feet. Your eldritch blast now does psychic damage.
This rod enhances the fire that is casted and causes it to stay Spells granted to you by your patron now have the power of
longer. You can add this item’s enchantment bonus to your spell fiends behind it. You can add this item’s enchantment bonus to
attack and damage rolls for warlock spells. When you hit a your spell attack and damage rolls for warlock spells. When you
creature with a fire damage spell, they must make a Constitution cast spells from the Fiend Expanded Spell list, add an additional
saving throw equal to your spell save DC. On a failed save, they 1d8 damage to them.
take 2d4 fire damage at the start of each of their turns until they
spend an action to put it out.
This rod is formed from dragon parts and can call upon their
power. You can add this item’s enchantment bonus to your spell
attack and damage rolls for warlock spells. You know the
spell dragons breath while attuned to this item..
This rod is formed from exotic woods from the Feywild, and
allows you to teleport like a fey. You can add this item’s
enchantment bonus to your spell attack and damage rolls for
warlock spells. Twice per day you may use your movement to
teleport rather than walk. The spot must be unoccupied, and you
must be able to see it.
48
STAR ROD
Rod, legendary (requires attunement by a warlock)
Cost: 300,000 GP
ROD OF THE SHADOW WALKER
Rod, uncommon (requires attunement by a warlock) Made from meteorites, you can use this rod to call upon the
Cost: 500 GP heavens to fall on your foes. You can add this item’s
enchantment bonus to your spell attack and damage rolls for
This gloom-shrouded rod helps to protect you from those you
warlock spells. You may choose the spell meteor swarm for a
have cursed. You can add this item’s enchantment bonus to your
9th-level Mystic Arcanum.
spell attack and damage rolls for warlock spells. Creatures who
are under the effects of your hex spell consider you to have half
VICIOUS ROD
cover.
Rod, uncommon (requires attunement by a warlock)
Cost: 465 GP
ROD OF THE SORROWSWORN
Rod, very rare (Requires attunement by a warlock with the This rod empowers the effects of your curse to be more deadly.
Hexblade pact) You can add this item’s enchantment bonus to your spell attack
Cost: 45,750 GP and damage rolls for warlock spells. Creatures under the effect of
your hex spell take an additional 1d8 rather than 1d6.
A rod made from sorrowsworn bones, this rod draws power from
the plane of your patron. You can add this item’s enchantment
bonus to your spell attack and damage rolls for warlock spells.
Creatures under the effect of your Hexblades Curse suffer a -3 STAFFS
W
penalty to their AC and attack rolls.
hen it came to converting the staffs of fourth
ROD OF THE STAR SPAWN edition, I decided to go with the theme of the
Rod, legendary (requires attunement by a warlock) item rather than its original purpose as staffs
This rod draws power from star spawn, entities from the far ARCHITECT'S STAFF
realms, who wield great and terrible powers. You can add this Staff, uncommon (requires attunement by a spell caster)
item’s enchantment bonus to your spell attack and damage rolls Cost: 400 GP
for warlock spells. Your spell attack’s critical range is increased
A very stylized staff that can be used both defensively or for
by 2.
construction. This staff has 5 charges and regains 1 charge at
ROD OF VULNERABILITY dawn. While holding the staff, you can use an action to expend a
Rod, very rare (Requires attunement by a warlock) number of charges to use the following effects:
49
EARTHROOT STAFF
Staff, uncommon (requires attunement by a cleric, druid, or
wizard)
Cost: 425 GP
This staff seems to be made from a hollow root with crusted earth
and stone at the top. This staff has 3 charges and regains 1 charge
at dawn. While holding the staff, you can use an action expend a
number of charges and cast the following spells:
1 charge: entangle
DEFENSIVE STAFF 2 charges: earth tremor at 2nd level
Staff, uncommon (requires attunement by a spell caster)
3 charges: Maximillian’s earthen grasp
Cost: 450 GP
FORCE STAFF
This staff has a metal coating and symbols of shields across it.
Staff, uncommon (requires attunement by a spell caster)
This staff has 5 charges and regains 1 charge at dawn. While
Cost: 420 GP
holding the staff, you can expend a number of charges to cast the
following spells:
This staff is made of crystals, and seems somewhat difficult to
1 charge: shield
hold. This staff has 3 charges and regains 1 charge at dawn.
2 charges: barkskin
While holding the staff, you can expend a number of charges to
use the following effects:
DESTINY STAFF 1 charge: As a reaction when a creature comes within 10 feet
Staff, legendary (requires attunement by a spel lcaster)
of you, you can force them to make a DC 13 Strength saving
Cost: 265,750 GP
throw, or push them 10 feet away from you with a harmless blast
of force energy.
A staff decorated with a raven’s head with diamond eyes, this
3 charges: As an action you can channel all the energy of the
staff can changes your fate and protects you. This item has 10
staff into a single point. Make a spell attack roll against a creature
charges, and regains 1d4 + 4 charges at dawn. While holding the
within 10 feet. On a hit, they take 3d8 force damage, are pushed
staff, you can use a bonus action to expend a number of charges
10 feet, and must make a DC 13 Dexterity saving throw or be
to gain the following effects:
knocked prone.
1 charge: Reroll any 1's from a damage roll made until the end
of your turn.
FEYSWARM STAFF
2 charges: Gain a 1d6 bonus to one damage roll, attack, or
Staff, uncommon (requires attunement by a spell caster)
ability check until the end of your turn.
Cost: 375 GP
3 charges: Reroll any one attack roll or ability check until the
end of your turn. Keep the results of the second roll.
The staff is actually a nest for feymites, a beetle native to the
5 charges: For one minute, the next creature that succeeds on
Feywild. They crawl along the staff, but avoid your hand. This
a saving throw against your spell fails instead.
staff has 3 charges and regains 1 charge at dawn. While holding
the staff, you can expend a number of charges to cast the
following spells:
1 charge: infestation
2 charges: sleep (the feymites’ bites can cause drowsiness).
50
STAFF OF ACID AND FLAME
Staff, rare (requires attunement by a druid, sorcerer, warlock or
wizard)
Cost: 4,550 GP
Users of this staff are famous for their ability to cast multiple This jade inlaid staff is made of twisted silver, and has the power
spells at once. This staff has 3 charges and regains 1 charge at to devour the flesh of foes. This staff has 5 charges and regains 1
dawn. While holding this staff you can expend a number of charges at dawn. While holding this staff, you can expend any
charges to use the following effects: number of charges to use the following effects:
1 charge: You can cast a cantrip as a bonus action, even if you 1 charge: You cast Melf's acid arrow at 3rd level.
have casted a spell as an action on the same turn. If you do, you 2 charges: You can change the damage type of any spell you
suffer a -3 penalty to your attack rolls next turn, as the magic of cast to acid damage.
the staff drains your stamina. 3 charges: When you cast a spell attack that does acid
3 charges: You cast the spell haste without concentration. damage, you roll the attack with advantage.
However, once the spell has ended, you also suffer from the
lethargy effects of the spell. STAFF OF ELEMENTAL PROWESS
Staff, rare (requires attunement by a druid, sorcerer, or wizard)
RELIABLE STAFF Cost: 4,750 GP
Staff, very rare (requires attunement by a spell caster)
Cost: 44,000 GP This staff is enchanted to harness the powers of the elemental
chaos and channel it into your spells. While holding this staff any
This staff is commonly used by battle clerics, war mages, and spell you cast that deals fire, cold, lightning, or acid damage deals
eldritch knights thanks to its ability to preserve magic in a fight. an additional 1d4 damage. Twice per day when you are hit with a
Three times per day if you miss with a spell attack of a 5th level spell that deals fire, cold, lightning, or acid damage, you can use
or lower spell, you can choose not to expend that spell slot. a reaction to gain resistance to that damage type until the end of
your next turn.
51
STAFF OF GATHERING
Staff, rare (requires attunement by a spell caster)
Cost: 3,750 GP
A twisted wood rod with a smoky crystal orb at the top, this staff
helps to protect you from energy based attacks and empowers
your own as a result. Three times per day while holding this staff
when you are hit with an attack that does fire, force, lightning,
necrotic, or radiant damage, you can gain resistance to that
damage type until the end of your next turn. If you use this
feature, your next spell attack cast through this staff gains a +3
bonus to attack and damage rolls. On the third use of the staff
each day, there is a 10% chance the staff explodes and deals 2d10
force damage to you.
STAFF OF LIGHT
Staff, uncommon (requires attunement by a spell caster)
Cost: 400 GP
This staff is blessed to bring light to the darkness and help ward
off undead. This staff has 3 charges and regains 1 charge at dawn.
While holding the staff, you can expend any number of charges
to use the following effects: STAFF OF SEARING DEATH
1 charge: Cast daylight, centered on the staff. Staff, rare (requires attunement by a spell caster)
2 charges: As a reaction when you hit an undead creature with Cost: 4,200 GP
52
STAFF OF SPECTRAL HANDS STAFF OF UNPARALLELED VISION
Staff, uncommon (requires attunement by a bard, sorcerer, Staff, uncommon (requires attunement by a spell caster)
warlock or wizard) Cost: 475 GP
Cost: 350 GP
Typically carried by spell snipers, this staff allows you to extend
A very useful staff for scribes, shop keepers, or anyone who the range of spells by peering through the crystal at the top. This
needs an extra set of hands or three. While you are holding this staff has 3 charges and regains 1 charge at dawn. While holding
staff if you cast the spell mage hand, you summon a number of this staff when you cast a ranged spell, you can expend a charge
hands equal to the your spell casting modifier. You can use an to increase the range of the spell by 15 feet.
action to control every hand at once or one at a time. You can
also use an action to dismiss each hand individually or all at STRIKING STAFF
once. Staff, very rare (requires attunement by a spell caster)
Cost: 35,500 GP
A steel staff that is actually meant for self defense more than
spell casting. This staff is considered to be a +2 quarterstaff that
is under the effects of the shillelagh spell at all times.
UTILITY STAFF
Staff, uncommon (requires attunement by a spell caster)
Cost: 500 GP
STAFF OF TRANSPOSITION
Staff, very rare (requires attunement by a spell caster) This staff is useful for increasing the range of non-harmful spells.
Cost: 45,500 GP This staff has 3 charges, and regains 1 charge at dawn. While
holding this staff when you cast a ranged spell that has no
This staff is often found in the hands of a war mage who wishes
damage rolls, you can expend a charge to extend the range of the
to manipulate their spells away from allies. This staff has 5
spell by 20 feet.
charges and regains 1d4 charges at dawn. While holding this staff
if you cast a spell that targets an area rather than a single target,
you can expend a charge and choose any number of creatures in
the affected area. They are not affected by the spell’s damage or
effects.
53
WANDS HELLFIRE WAND
M
Wand, uncommon (requires attunement by a spell caster)
uch like staves, wands are considered to be a Cost: 370 GP
wizard implement rather than universal item, so I
This wand seems to pull hellfire from thin air in response to the
went with the spirit of the item rather than a
wielder’s pain. This wand has 3 charges and regains 1 charge at
direct conversion for fifth edition. There are
dawn. While holding this wand when you take damage from a
several wands that cast cantrips now and don't
spell or attack you can use a reaction to expend a charge to
have a risk of breaking.
cast hellish rebuke (save DC 13). You can expend additional
ASSURED WAND OF FROSTBURN charges to increase the spell level of the spell by one for each
Wand, very rare (requires attunement by a spell caster) charge. If you expend all the charges of this wand, roll a d20. On
This wand of deep blue color recalls images of an iceberg. This MASTER'S WAND OF CLOUD OF DAGGERS
wand has 5 charges and regains 1d4 charges at dawn. While Wand, uncommon
holding this wand you can use an action to expend a charge to Cost: 320 GP
cast ice storm (save DC 18). You can expend additional charges
This wand itself is in the shape of a long and thin dagger, giving
to increase the spell level of the spell by one each. If you expend
hints to its powers. This wand has 3 charges and regains 1 charge
the last charge of this wand, roll a d20. On a 1, the wand
at dawn. While holding this wand you can use an action to
crumbles to snow and is destroyed.
expend a charge and cast cloud of daggers.
54
MASTER'S WAND OF EYEBITE THUNDER WAND
Wand, legendary Wand, uncommon
Cost: 125,000 GP Cost: 320 GP
A wand made of sickly looking wood, it seems to emanate with This sturdy iron wand can release powerful waves of sound. This
deadly energy. This wand has 3 charges and regains 1 charge at wand has 3 charges and regains 1 charge at dawn. While holding
dawn. While holding this wand you can use an action to expend a this wand you can use an action to expend a charge to
charge to cast eyebite (save DC 19). cast thunderwave (save DC 14). If you expend the last charge of
this wand, roll a d20. On a 1, the wand crumbles to iron sand and
MASTER'S WAND OF MAGIC MISSILE is destroyed.
Wand, uncommon
Cost: 320 GP WAND OF COLD
Wand, uncommon (requires attunement by a spell caster)
A modified version of the wand of magic missile, it is made to Cost: 320 GP
last. This wand has 3 charges and regains 1 charge at dawn.
While holding this wand, you can use an action to expend a Frost covers the tips of this iron wand, giving hints as to its
charge to cast magic missile. powers. This wand has 3 charges and regains 1 charge at dawn.
While holding this wand, you can use an action to expend a
MASTER'S WAND OF RAY OF FROST charge to cast ray of frost. If you expend the last charge of this
Wand, uncommon wand, roll a d20. On a 1, the wand crumbles to snow and is
Cost: 320 GP destroyed. (+5 to spell attack).
This cold metal wand emits rays of cold magic when used. This
wand has 3 charges and regains 1 charge at dawn. While holding
this wand you can use an action to expend a charge to cast ray of
SHIELDS AND BRACERS
F
frost (+3 to spell attack). ourth edition had a tendency to lump together things
that went on your forearm area, so I am doing the
MASTER'S WAND OF SCORCHING BOLTS same here. These shields, unsurprisingly, tended to
Wand, uncommon help with defensive effects, so I kept those the best I
could. Bracers seem to have a bit more variety, but
Cost: 320 GP also tend to focus on defense.
This wand is scorched at the end of it due to its many uses. This
ANGELSTEEL SHIELD
wand has 3 charges and regains 1 charge at dawn. While holding
Armor (shield), rare (requires attunement)
this wand you can use an action to expend a charge to cast fire
Cost: 1,500 GP
bolt (+3 to spell attack).
55
BATTLEFORGED SHIELD BLOODTHIRST BRACERS
Armor (shield), uncommon Wondrous item, uncommon (requires attunement)
Cost: 150 GP Cost: 360 GP
A shield made with a mix of dwarven and draconic methods, this These metal bracers are inlaid with a crystal that helps to draw
shield can aid those who are wounded. Once per day while out more damage from attacks. Twice per day while wearing
wielding this shield when an ally within 5 feet of you takes these bracers when you deal damage to a creature, you can add
damage, you can use a reaction to heal them 1d6 hit points. your Constitution modifier to the damage.
This bronze shield glows red when you are hit with a strong The enchantment on these metal cuffs encourage you to move
attack. Once per day while wielding this shield when you take a into enemy territory. While wearing these bracers, you gain a +2
critical hit, you can use a reaction to gain resistance to all damage bonus to AC for opportunity attacks made against you.
of that attack.
BRACERS OF INFINITE BLADES
BLOODSHORED SHIELD Wondrous item, rare (requires attunement)
Armor (shield), rare (requires attunement) Cost: 3,500 GP
Cost: 4,000 GP
These leather bracers have slots in them from which to draw what
This shield seems to have bloodstains that shift each day. This seems to be an endless supply of throwing knives. As an bonus
shield has 3 charges, and regains 1 charge at dawn. While action while wearing these bracers, you can draw up to 3 +1
wielding this shield when a creature within 5 feet of you would magic daggers that disappear at the end of your turn. The daggers
take damage, you can use a reaction to can reduce the damage by can be redesigned to look like any light thrown weapon, such as
1d6. throwing stars or darts, but keeps the same damage and stats of
the +1 magic dagger.
BLOODSOAKED BRACERS
Wondrous item, rare (requires attunement)
Cost: 3,600 GP
These leather bracers absorb your blood and feeds power back to
you. While wearing these bracers when you take damage outside
your turn, you can use your reaction to increase your next
damage roll by 1d6 until the end of your next turn.
BLOODSOAKED SHIELD
Armor (shield), rare (requires attunement) BRACERS OF IRON ARCANA
Cost: 3,600 GP Wondrous item, very rare (requires attunement)
Cost: 40,000 GP
This wooden shield draws your blood between its planks to help
protect you. While wielding this shield if you take damage These simple looking bracers are very popular among spell
outside your turn, increase your AC by +1 (max of +3) until the casters thanks to the extra defense they offer. While wearing
start of your next turn. these bracers you can add your Intelligence, Wisdom, or
Charisma modifier to your AC.
56
BRACERS OF MENTAL MIGHT BREACH BRACERS
Wondrous item, uncommon Wondrous item, uncommon (requires attunement)
Cost: 125 GP Cost: 320 GP
The words "mind over matter" are inscribed in elven on these The iron spikes surrounding these bracers are enchanted to deal
metal cuffs. Once per day when you make a Strength-based more damage to foes that are too close to you. While wearing
attack, check, or saving throw, you can use your Intelligence, these bracers, any creature that grapples you takes 2d6 piercing
Wisdom, or Charisma modifier in place of your Strength modifier damage at the start of their turn
for the roll.
COLD IRON BRACERS
BRACERS OF REJUVENATION Wondrous item, rare
Wondrous item, rare Cost: 1,500 GP
Cost: 1,000 GP
These iron bracers have enchantments that protect you from
These bracers pulse with a faint red light while you are resting. Feywild creatures. While wearing these bracers, you gain a +1
While wearing these bracers when you expend hit dice during a bonus to your AC and Dexterity saving throws against attacks
short rest, you can double your Constitution modifier to the hit and spells from Fey creatures.
dice rolls.
COLD IRON SHIELD
BRACERS OF RESPITE Armor (shield), uncommon (requires attunement)
Wondrous item, uncommon (requires attunement) Cost: 350 GP
Cost: 320 GP
A heavy iron shield with enchantments that protect you from
Commonly worn by clerics, these cloth bracers help to spread mental effects commonly used by native Feywild creatures. Once
healing further. Once per day while wearing these bracers per day while wielding this shield when an allied creature within
whenever an allied creature within 5 feet of you regains hit 5 feet of you makes a Wisdom saving throw, you can use a
points, you can heal yourself or another friendly creature within 5 reaction to grant them advantage.
feet of you 1d6 hit points.
COUNTERSTRIKE GUARDS
BRACERS OF TACTICAL BLOWS Armor (shield), uncommon (requires attunement)
Wondrous item, rare (requires attunement) Cost: 350 GP
Cost: 3,450 GP
A twin set of bucklers that attach to your forearms, these shields
These dragonscale bracers make your opportunity attacks more provide defense while not hindering your counter attacks. While
powerful. Three times per day while wearing these bracers wielding this shield you gain a +1d4 bonus to attack rolls made
whenever you hit with an opportunity attack, you can add an for opportunity attacks.
additional 1d6 to the damage roll.
COUTERS OF SECOND CHANCES
BRACERS OF WOUND CLOSURE Wondrous item, uncommon (requires attunement)
Wondrous item, rare (requires attunement) Cost: 280 GP
Cost: 3,725 GP
When you make an attack that misses an opponent, these bladed
When you are wearing these copper bracers and take damage, elbow guards allow you to make a second attempt mid-swing.
they will glow and attempt to heal you. Once per day while While wearing this item when you miss with a melee attack, you
wearing these bracers, you can cast cure wounds on yourself as a can make a secondary attack with the bladed guard as a bonus
action without expending a spell slot (Wisdom is the modifier for action. On a hit, the guards deal 1d4 + your Strength modifier
the spell). slashing damage. You are proficient with these bracers for the
sake of the attack roll.
57
DARKLEAF SHIELD FEYLEAF VAMBRACES
Armor (shield), uncommon (Note: This magic item is only usable if your DM allows the
Cost: 200 GP optional flanking rule)
Wondrous item, uncommon (requires attunement)
This shield is made from tightly woven gravetrees from the
Cost: 330 GP
Shadowfell. This shield seems to react when you are unprepared.
While wielding this shield during the first round of an encounter, These bark bracers can sense when your foes can be surrounded,
you gain a +1 bonus to your AC before the start of your turn. letting you move to a more advantageous spot. Once per day
while wearing these bracers when you make a melee attack
DIAMOND BRACERS against a creature that has an ally within 5 feet of them, you can
Wondrous item, rare (requires attunement) use a bonus action to teleport with a blue burst of energy to a
Cost: 3,250 GP location that would grant you flanking on the creature. You must
remain within attack range of the targeted creature.
These vambraces are made of clear, interlocking crystals that
seem resistant to all but the most powerful of strikes. Twice per FLAME BRACERS
day while wearing these bracers, you can gain resistance to all Wondrous item, uncommon (requires attunement)
damage for a single attack as a reaction. Cost: 395 GP
These bracers emit flames as you move, and can cover your
weapon during grave strikes against foes. While wearing these
bracers whenever you score a critical hit against a creature, you
can add 1d6 fire damage to the attack. You can also cast fire
bolt once per day.
This shield has swirling gold and ruby runes on it that seem to
absorb fire for some purpose. While wielding this shield
whenever you are targeted by a fire damage attack, this shield
gains a charge. The shield can hold a maximum of 6 charges. If
this shield acquires 4 or more charges, the shield becomes
burning hot. Holding this shield with 4 or more charges in it deals
2d6 fire damage to you while holding it at the start of your turn.
All charges the shield has are lost after a long rest. You can
DIREBEAST SHIELD
expend any number of charges to use the following features:
Armor (shield), uncommon (requires attunement)
1 charge: You gain resistance to fire damage until the end of
Cost: 400 GP
your next turn.
Made with various dire animal parts, this shield can grant your 3 charges: You can cast dragon’s breath on the shield at
allies strength when needed. While wielding this shield when an second level, choosing the fire damage type for the spell (save
allied creature within 5 feet of you makes a Constitution saving DC 16). You can expend additional charges to cast the spell at
throw, you can use a reaction to grant them advantage. one higher level per charge used.
58
FLARING SHIELD
Armor (shield), very rare (requires attunement)
Cost: 41,000 GP IRON ARMBANDS OF POWER
Wondrous item, uncommon (requires attunement)
A metallic surface covered in runes adorns this shield, and can be Cost: 425 GP
used to create a blinding energy on close range attackers. This
shield has 5 charges and regains 1d4 charges at dawn. While These plate armbands increase the amount of damage you are
wielding this shield you can use a reaction to expend a charge to able to dish out, so they are commonly found on barbarians.
cast blindness on a creature within 5 feet of you (save DC 18). While wearing these armbands you gain a +2 bonus to melee
damage rolls.
FLOATING SHIELD
Armor (shield), uncommon JOUSTING SHIELD
Cost: 240 GP Armor (shield), uncommon
Cost: 140 GP
A wooden shield that is enameled with images of ocean waves,
this shield allows easier travel across water for it’s wielder. This shield is angled and grooved to prevent direct attacks while
While wielding this shield you do not sink beyond the surface of mounted upon a steed. While wielding this shield you gain a +1
the water unless you choose to do so. You gain advantage to bonus to AC against opportunity attacks while mounted on a
A shield covered in medic’s linens and healing runes, this shield out in a 15-foot cone from the shield. Roll a ranged attack roll
empowers the healing done to its fullest potential. Twice per day against each creature in range using your proficiency modifier
while wielding this shield when you or an ally within sight and your Dexterity Modifier. On hit, the spikes deal 1d8+ your
regains hit points, you can use a reaction to increase the healing Dexterity Modifier piercing damage to the creature. The spikes
to its maximum result possible and adding a further amount equal on the shield regrow after a long rest.
HYPNOTIC SHIELD
Armor (shield), very rare (requires attunement)
Cost: 38,000 GP
59
MINDIRON VAMBRACES
Wondrous item, rare (requires attunement)
Cost: 4,750 GP
RAPIDSTRIKE BRACERS
Smooth crystal with purple veins, these bracers are gifted to mind Wondrous item, very rare (requires attunement)
flayer thralls so they stun potential meals for their masters. Twice Cost: 43,000 GP
per day while wearing these bracers when you hit a creature with
a melee attack, you can use a bonus action to force the attacking Wearing these bracers greatly increases the speed of your attacks
creature to make a DC 15 Wisdom saving throw. On a failed to an almost unseeable level. While wearing these bracers you
save, they are stunned until the end of their next turn. gain a +3 bonus to initiative, as well as to attack and damage rolls
for weapons that use your Dexterity modifier.
MITHRAL SHIELD
Armor (shield), uncommon RAZOR BRACERS
Cost: 125 GP Wondrous item, rare
Cost: 2,000 GP
Shields made of mithral are extremely light and easy to use.
While wielding this shield you are considered proficient with These steel bands are sharpened at the ends, so they punish any
shields. foe who dares grab you. While wearing these bracers, you gain a
+2 bonus to Strength (Athletics) and Dexterity (Acrobatics)
MOUNTAIN SHIELD checks made to escape grapples. Whenever a creature
Armor (shield), uncommon successfully grapples you, they take 1d10 slashing damage.
Cost: 130 GP
RAZOR SHIELD
A fairly common dwarven enchantment is placed upon this Armor (shield), uncommon
shield, giving you the stoutness of a dwarf. Once per day while Cost: 100 GP
wielding this shield whenever you would be pushed or pulled,
you can use a reaction to cancel the movement. A round shield that has a ringed blade, this shield provides both
attack and defense. This shield is also considered a handaxe as
PELAURUM SHIELD well a shield, without the thrown property.
Armor (shield), rare (requires attunement)
Cost: 3,000 GP RECOIL SHIELD
Armor (shield), rare (requires attunement)
This mirror-like copper shield is enchanted with runes that evoke Cost: 3,450 GP
the power of Torm when an errant blast misses you. While
wielding this shield whenever a spell that deals radiant or fire This gnomish tinker shield has a spring-loaded plate on the front
damage misses you, your next melee attack does an additional that can be used to knock a foe flat. This shield has 3 charges and
1d6 radiant or fire damage. regains 1 charge at dawn. While wielding this shield when a
creature misses with a melee attack, you can use a reaction to
QUICKHIT BRACERS expend and force the creature to make a DC 15 Strength saving
Wondrous item, uncommon (requires attunement) throw. On a failed save, their attack recoils off the spring loaded
Cost: 340 GP front of the shield and knocks them prone.
60
REFLECTIVE SHIELD SHIELD OF EYES
Armor (shield), legendary (requires attunement) (Note: This magic item is only usable if your DM allows the
Cost: 255,750 GP optional flanking rule)
Armor (shield), uncommon (requires attunement)
This is a golden-framed shield with a mirror-like center.
Cost: 400 GP
Projectiles can return to their sender with this shield. While
wielding this shield when a ranged weapon attack misses you, The front of this shield has eyes that look out for the wielder.
you can use a reaction have the mirror of the shield shoot the While wielding this shield, you gain a +1 bonus to all Wisdom
attack back. The range of the new attack is 20/60 feet. Make an (Perception) checks. One per day when a creature has advantage
attack roll with a +10 bonus against a target in range. due to flanking you, you can use a reaction to cancel the
advantage.
RICOCHET SHIELD
Armor (shield), rare (requires attunement) SHIELD OF THE GUARDIAN
Cost: 3,250 GP Armor (shield), uncommon (requires attunement)
Cost: 320 GP
An oddly shaped shield, the angles of this weapon makes ranged
projectiles bounce off to the sides rather than shatter on impact. This oaken shield can be used to help protect allies as well as
While wielding this shield when a ranged weapon attack misses yourself. Once per day while wielding this shield when an ally
you, you can use a reaction to use the shield to ricochet the shot within 5 feet is targeted by an attack, you can use a reaction to
to a nearby target. The attacker applies attack roll against a target increase their AC by +1 until the end of their next turn.
within 5 feet of you.
SHIMMERLIGHT SHIELD
SHADOWFLOW SHIELD Armor (shield), uncommon (requires attunement)
Armor (shield), rare (requires attunement) Cost: 320 GP
Cost: 3,150 GP
A thin layer of enchanted cloth over the front of the shield can
This wooden shield is covered in an inky black cloud. This shield react to help protect your allies when their reflexes are dulled.
has 3 charges and regains 1 charge at dawn. While wielding this Once per day while wielding this shield when an allied creature
shield you can use a bonus action to expend a charge to extend within 5 feet of you makes a Dexterity saving throw, you can use
the cloud of ink-like substance outward. You create a 5-foot- a reaction to grant them advantage.
radius black cloud centered on yourself, and all creatures in the
cloud are considered being heavily obscured. This cloud is SKULL BRACER
unaffected by wind. Wondrous item, uncommon (requires attunement)
Cost: 375 GP
SHIELD OF BLOCKING
Armor (shield), very rare (requires attunement) These heavy bracers have a dragon-like skull mounted to the
Cost: 250,000 GP front of them. Once per day while wearing these bracers, you can
use a bonus action to empower your next attack with great force.
This shield’s runes not only reinforce the shield itself, but the
Until the end of your turn, your next attack that hits deals an
body of its wielder as well. Once per day while wielding this
additional 1d10 damage.
shield, you can use a bonus action to gain resistance to all melee
weapon damage for 1 hour.
61
SPELL SHIELD THROWING SHIELD
Armor (shield), very rare (requires attunement) Armor (shield), uncommon (requires attunement)
Cost: 42,000 . GP Cost: 425 GP
Whenever you or an ally within 5 feet of you is targeted by a This shield has large rounded edges, and the runes seem attracted
spell that affects an area rather than a single target, you can use a to the hands of the wielder. This shield is considered to be a light
reaction to create a 5-foot cube of antimagic within 5 feet of you hammer as well as a shield. When this shield is thrown, it uses
that lasts until the end of attackers turn. This antimagic field uses the statistics of the light hammer weapon. The shield returns to
the effects of the spell antimagic field areas of magic effect. the grip of the wielder after the attack, if able.
A popular shield within dwarven clans, this shield can be used to Jagged and bladed, these bracers enchant your blows with powers
create large cover. While attuned to this shield you can use an that prevent wounds from being fully healed. These bracers have
action to slam the shield into the ground to create stone walls. 3 charges and regain 1 charge at dawn. While wearing these
This feature casts the spell wall of stone (save DC 18) but limits bracers you can use a bonus action to expend a charge to enchant
the number of walls created to 3. Walls created from this shield your blows to help prevent healing until the end of your turn.
cannot become permanent. The back of the shield will stick out When you deal damage to a creature after using this feature, any
of the middle section of the created barrier, and can easily be healing the creature receives is reduced by 1d6 until the end of
pulled out of the wall. When the shield is removed, the created their next turn.
barriers crumble to rubble at the end of your next turn. You lose
the AC bonus granted by the shield until you wield the shield TROLLHIDE BRACERS
again. Wondrous item, legendary (requires attunement)
Cost: 280,000 GP
STORM SHIELD
Armor (shield), rare (requires attunement) These ugly green bracers are made of trollhide leather, an
Cost: 3,200 GP extremely difficult material to work with due to the regenerative
powers of trolls. The enchantments on these bracers looks to give
This metal shield has painted clouds that can react with the fury you similar power. While wearing these bracers you regain 5 hit
of a storm against an attacker. While wielding this shield, you points at the start of your turn. If you take acid or fire damage,
gain resistance to lightning damage. Twice per day when you are this trait doesn't function until the end of your next turn. You
hit with a melee attack, you can force the attacker to make a DC only fall unconscious from damage if you start your turn with 0
15 Dexterity saving throw. On a failed save, the clouds on the hit points and don't regenerate.
shield’s surface rumble and unleash a storm, dealing 1d6
lightning damage and 1d6 thunder damage. WARLOCK BRACERS
Wondrous item, rare (requires attunement by a warlock)
TAURAN SHIELD Cost: 4,000 GP
Armor (shield), rare
Cost: 2,100 GP Made of dark leather and etched with foreign runes and symbols,
these bracers are used by warlocks who wish to curse their foes
This shield is adorned with bull horns along its edges, and the often. While wearing these bracers, you are considered to know
enchantments help to bring that animal’s strengths to the wielder. the spell hex. Twice day you can cast hex at 1st level without
While wielding this shield when you take a Dash action, increase spending a spell slot.
your movement speed by 10 feet. When you successfully shove a
creature, you push the creature 10 feet rather than 5 feet.
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WYRMGUARD SHIELD
Armor (shield), rare
Cost: 2,500 GP
FRIEND’S GIFT
This dragon shaped shield has a thin coating of enchanted Companion item, uncommon (requires attunement by a
platinum that can make deadly blows less deadly. Twice per day companion creature)
while wielding this shield when you are hit with a critical hit, you Cost: 335 GP
can use a reaction to turn the attack into a normal hit.
When your companion wears this crimson badge, this symbol of
friendship is enchanted to help it. While wearing this badge
COMPANION ITEMS whenever you regain hit points, your companion also regains 1d6
I
hit points. Your companion must be within line of sight for this
effect to take place.
n the current edition of D&D, there doesn't seem to be any
items made specifically for pets and companions. Luckily,
GUARDIAN’S COLLAR
fourth edition has the companion slot items, which I have
Companion item, rare (requires attunement by a companion
brought into 5th edition in order to help with ranger’s
creature)
animal companions, familiars, sidekicks, and any other animal
Cost: 3,300 GP
your party might have gathered along the way.
There is a new set of rules relating to these items. These items A collar with three small gemstone embedded into it, the
are classified as companion items; so only a companion-type enchantment placed on this item helps your companion perceive
creature may equip these items. Companion creatures are threats. While your companion is wearing this collar, they gain a
creatures such as mounts, familiars, the ranger’s beast +2 bonus to their Wisdom (Perception) checks. If your passive
companion, or any creature that is considered to be a pet. Each Perception is higher, your companion uses it when detecting
companion creature can only attune to one magic item. These hidden creatures.
items must be equipped by a character to their companion, and
the companion must be willing to wear the item in order to attune RECALLING HARNESS
to it. These rules are in place to prevent stacking magic items Companion item, rare (requires attunement by a companion
onto a creature. However, your DM may allow certain intelligent creature)
creatures, such as imp familiars, to attune to more than one item. Cost: 3,300 GP
COMPANION’S DEFENDER These leather straps are sewn with silver threads, and allow your
Companion item, uncommon (requires attunement by a companion to come to your aid when you are in need. While your
companion creature) companion is wearing these straps, whenever you are reduced to
Cost: 335 GP to 0 hit points or are forced unconscious, your companion can use
their reaction to teleport within 5 feet of you as their reaction.
This dark leather belt is adorned with and woven with bones, and Your companion cannot teleport if they are more than 500 feet
enchanted to help protect your companion when you are close. away from you, but they are aware of your condition while on the
While wearing this belt your companion creature gains a +1 to same plane of existence.
their AC and saving throws whenever they are within 15 feet of
their owner or handler.
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SIGIL OF COMPANIONSHIP GHOST BRIDLE
(Note: This magic item is only usable if your DM allows the Mount item, rare (requires attunement by a mount)
optional flanking rule) Cost: 3,300 GP
Companion item, uncommon (requires attunement by a
A creature that is wearing this bridle takes on a ghostly
companion creature)
appearance, and can even move through solid objects. Once per
Cost: 335 GP
day while your mount is wearing this bridle, you can use a bonus
This metal can be strapped to a leg or hung around the neck, and action to cause both you and your mount to become incorporeal
empowers your companion whenever you team up against a foe. for 1 minute. Both you and your mount move through other
While your companion is wearing this metal when you are creatures and objects as if they were difficult terrain. You both
flanking a creature with your companion, your companion gains a take 1d10 force damage if you end your turn inside an object or
+1d6 bonus to damage rolls against the flanked creature. creature. If the feature ends while you are inside of a creature or
object, you are both ejected to the closest unoccupied space, and
TRANSPOSITION HARNESS take 5d10 force damage.
Companion item, rare (requires attunement by a companion
creature) HORSESHOES OF SPEED
Cost: 3,300 GP Mount item, uncommon (requires attunement by a mount)
Cost: 335 GP
This silk harness is made using fey techniques and allows you to
swap places with your companion. Twice per day while your These thin metal plates attach to the bottom of your mount's feet,
companion is wearing this harness your companion can use their and are enchanted to increase their speed. While your mount is
movement to swap places with you, so long as you are within 30 wearing this item, their movement speed is increased by 10 feet.
feet and are able to be seen.
IMPENETRABLE BARDING
MOUNT ITEMS
Mount item, uncommon (requires attunement by a mount)
Cost: 335 GP
S
This barding has enchanted metal plates sewn into it and helps to
imilar to Companion items, mount items are meant
protect your mount from damage. While your mount is wearing
for creatures who can be mounted. These items are
this barding it gains resistance to bludgeoning, piercing and
particularly useful for war mounts, or Cavalier
slashing damage from non-magical weapons so long as you are
fighters. The same rules apply for mounts as for
riding the mount.
companion animals; one magic item per creature, unless your
DM rules otherwise. Mount items must be equipped by a person,
MARTYR’S SADDLE
and the mount must be willing to wear the item to attune to it.
Mount item, rare (requires attunement by a mount)
Some mounted creatures can carry more than one person, so
Cost: 3,300 GP
when these items are referring to a single person (you, your), the
person who is controlling the mount is the person in reference. This enchanted saddle is useful to those who wish to keep their
mount alive at all costs. While your mount is wearing this saddle
BRIDLE OF RAPID ACTION whenever it takes damage, you can use a reaction to share the
Mount item, uncommon (requires attunement by a mount) damage with yourself. Your mount takes half damage and you
Cost: 335 GP take half. This damage cannot be reduced in any way.
This leather bridle is very finely made, and allows you to react
with the quickness of your mount. While your mount is wearing
this bridle when you are riding your mount and are required to
roll for initiative, if your mount’s initiative roll is higher, you can
use that roll instead of your own.
64
MIRRORED CAPARISON While you are mounted you also gain water breathing and can
Mount item, uncommon (requires attunement by a mount) speak and attack normally while underwater.
Cost: 350 GP
SKYSTRIDER HORSESHOES
This coat is made with rows of reflective crystals that help absorb
Mount item, legendary (requires attunement by a mount)
the effects of attacks that target a wide area. While your mount is
Cost: 275,000 GP
wearing this coat when it is targeted by an attack that affects an
area rather than a single target, it only takes half damage on a These highly enchanted mithral metal plates adhere to the bottom
failed saving throw and no damage on successful ones. of any mounts feet, and allow them to walk across the air. While
your mount is wearing this item, it gains a flying speed equal to
SADDLE OF STRENGTH its movement speed.
Mount item, uncommon (requires attunement by a mount)
Cost: 350 GP STEADFAST SADDLE
Mount item, rare (requires attunement by a mount)
This gray dyed saddle is adorned with brass tubes and allows
Cost: 4,000 GP
your mount to carry even the heaviest of loads. While your mount
is wearing this saddle it is considered one size category larger A common saddle featured on dwarven war mounts, this saddle
than its current size for the purposes of carrying capacity. helps to prevent both you and your mount from falling. While
your mount is wearing this saddle it has advantage on Dexterity
SADDLE OF THE NIGHTMARE (Acrobatics) checks and saving throws made to avoid falling
Mount item, very rare (requires attunement by a mount) prone. If you are mounted when this creature falls prone, you can
Cost: 43,000 GP dismount and land on your feet without requiring a reaction.
FEET ITEMS
The runes draw upon the power of the nightmare to allow for
travel into the Ethereal Plane. While your mount is wearing this
saddle they can use an action to magically switch from the
AIRSTRIDERS
Material Plane to the Ethereal plane, or vice versa. You can also
Wondrous item, legendary (requires attunement)
travel with the mount if you are mounted on the creature as it
Cost: 275,500 GP
travels.
These clear coverings go over your boots and lift you off your
feet, preventing you from falling. While wearing these coverings
you gain a flying speed equal to your movement speed, but you
must end your turn on a solid surface. You take no damage from
falling and always land on your feet unless you choose not to.
ANKLETS OF OPPORTUNITY
Wondrous item, legendary
SADDLE OF THE SHARK Cost: 150,500 GP
Mount item, very rare (requires attunement by a mount)
Cost: 43,000 GP These glittering gold anklets quicken your speed and let you
move freely among distracted foes. While wearing these anklets
A blue and white leather saddle with a rough texture, this
your movement speed is increased by 10 feet and any creature
enchanted item allows for movement across land and sea. While
that has an ally within 5 feet of them cannot make opportunity
your mount is wearing this saddle your mount gains water
attacks against you.
breathing and a swimming speed equal to its movement speed.
65
ASSASSIN’S SLIPPERS BACKTRACK BINDINGS
(Note: This magic item is only usable if your DM allows the Wondrous item, legendary (requires attunement)
optional flanking rule) Cost: 245,300 GP
Wondrous item, rare (requires attunement)
These airy light shoes can get you out of trouble with ease. While
Cost: 4,750 GP
wearing these shoes you gain a +3 bonus to your Dexterity saving
These black chamois slippers allow you to press your advantage throws. You can click the heels together, magically marking the
against foes from further away and different angles. While location where you start your turn, then use your movement. At
wearing these slippers you are considered to be flanking a the end of your turn, you teleport back to the marked location.
creature so long as there is an ally within 10 feet of the creature.
BOOTS OF ADEPT CHARGING
ASSAULT BOOTS Wondrous item, uncommon (requires attunement)
Wondrous item, rare Cost: 320 GP
Cost: 2,100 GP
These boots allow you to rush into the fray with less concern.
This pair of mail boots allows you to stand your ground when While wearing these boots you do not provoke opportunity
you deliver a critical blow, putting more force behind the attack. attacks while dashing for the first half of your movement.
While wearing these boots your critical melee attacks have a
chance to knock a creature down. Any creature you score a BOOTS OF DANCING
critical hit against with a melee weapon must make a DC 15 Wondrous item, rare
Strength saving throw or be knocked prone. Cost: 2,000 GP
These stylish boots make your feet light and springy, adding
grace to your movements. While wearing these boots you gain a
+1 bonus to your Dexterity saving throws, you do not give
advantage to attacks against you when you are stunned, and you
have advantage on Charisma (Performance) checks made to
dance.
BOOTS OF EAGERNESS
Wondrous item, rare (requires attunement)
Cost: 3,100 GP
These very well-made brocade boots put some pep in your step.
Once per day while wearing these boots you can click your heels
together as a bonus action and double your movement speed until
the end of your turn.
BOOTS OF EQUILIBRIUM
Wondrous item, uncommon
Cost: 135 GP
These buckskin boots have a thick mesh sole that clings to the
ground firmly. While wearing these boots you move normally on
slippery surfaces, such as surfaces affected by the grease spell.
66
BOOTS OF FREE MOVEMENT BOOTS OF SAND AND SEA
Wondrous item, uncommon (requires attunement) Wondrous item, rare
Cost: 320 GP Cost: 1,500 GP
Well crafted, these boots help make sure you keep moving These wax coverings are very light and help the light-of-foot
against restraints. While wearing these boots you gain a +1 bonus glide over land and in water. While wearing these coverings your
to saving throws and skill checks made to resist being grappled, movement speed increases by 10 feet when you are not wearing
restrained, and paralyzed. medium or heavy armor. Once per day you can give yourself
advantage on a Strength (Athletics) check made for swimming.
BOOTS OF FURIOUS SPEED
Wondrous item, rare (requires attunement) BOOTS OF STEALTH
Cost: 4,250 GP Wondrous item, uncommon
Cost: 150 GP
These boots vibrate and turn red as you take damage. While
wearing these boots when you take damage and it’s not your turn, The materials of these leather boots are designed to make as little
your movement speed increases by 10 feet until the end of your noise as possible. While wearing these boots you gain a +1 bonus
next turn. Once per day when you take damage you can use a to all Dexterity (Stealth) checks to move silently.
reaction to move half your movement speed.
BOOTS OF SWIMMING
BOOTS OF MANY TRACKS Wondrous item, very rare
Wondrous item, rare (requires attunement) Cost: 14,500 GP
Cost: 3,500 GP
These fish scale boots have fins to assist with swimming and are
These rugged hiking boots can change the shape of their soles to enchanted to assist with underwater combat. While wearing these
match different animals. While wearing these boots the DC for boots you gain a swimming speed equal to your movement speed.
Wisdom (Survival) checks to find your tracks is increased by 10. Three times per day you can use an action to cast water
If your tracks are discovered the creature must succeed on a DC breathing on yourself.
15 Intelligence (Nature) check to determine if you made the
tracks or the tracks appear to be from an animal of your choosing BOOTS OF TELEPORTATION
at the beginning of each day. Wondrous item, legendary (requires attunement)
Cost: 225,500 GP
BOOTS OF QUICKNESS
These extremely elegant boots are spotless, almost like they have
Wondrous item, uncommon
never touched the ground. While wearing these boots your
Cost: 200 GP
movement can become a teleportation to an unoccupied space
The supple leather of this footwear is a similar, but lesser version within line of sight equal to your movement speed.
of the boots of speed. While wearing these boots your movement
speed increases by 5 feet, and you gain a +1 bonus to Dexterity
saving throws.
67
BOOTS OF THE FENCING MASTER CAT TABI
Wondrous item, rare (requires attunement) Wondrous item, rare (require attunement)
Cost: 3,475 GP Cost: 3,550 GP
These boots are enchanted in order to help defend yourself when This black silk footwear are commonly used by shadow monks,
moving between foes. While wearing these boots whenever you and grant the wearer cat like agility. While wearing this footwear
use the disengage action, you gain a +2 bonus to your AC and you gain advantage on Strength (Athletics) checks made to jump.
Dexterity saving throws until the end of your next turn. You take half damage from falls and always land on your feet.
These boots were created with the philosophy of “live to fight These boots are made of sturdy irons and are enchanted in order
another day”. While wearing these boots whenever you don’t use to grip the ground to prevent any unintended movement. While
an action to attack or cast a spell, you gain a +3 bonus to your AC wearing these boots you are immune to being pushed or pulled
and saving throws and an additional 10 feet to your movement against your will, so long as your feet are touching a solid
speed until the end of your next turn. surface.
These boots are commonly worn by those training under rangers These boots are made of an odd purple leather, and allow the
in order to be able to keep up with them. While wearing these wearer to step through space easily. While wearing these boots
boots you ignore difficult terrain while in forests and jungles. you have advantage on all Dexterity saving throws. As a bonus
You also gain a +2 bonus to Dexterity (Acrobatics) checks made action you can teleport up to 15 feet to a spot you can see.
to balance and land from a fall, as well as Strength (Athletics) Whenever you roll initiative until you take damage, you can use
checks made to climb trees. your movement to teleport to a location you can see, rather than
walking to it.
BUTTERFLY SANDALS
Wondrous item, rare DRAGONBORN GREAVES
Cost: 1,750 GP Wondrous item, rare (require attunement)
Cost: 3,700 GP
These sandals are very comfortable, and help to increase your
movement while in mid-air. While wearing these sandals you can Made of hide and scales, these boots are worn by dragonborn
increase your existing flying speed by 15 feet. You must have a knights to enter they fray even when wounded. While wearing
flying speed through a spell, racial feature, or item in order to these boots whenever you take damage, your movement speed is
gain this effect. increased by 10 feet and your AC is increased by +1 until the end
of your next turn. This effect does not stack.
68
DWARFSTRIDE BOOTS FEYLEAF SANDALS
Wondrous item, very rare Wondrous item, uncommon
Cost: 10,000 GP Cost: 200 GP
Nothing gets in the way of these dwarven made boots. While These delicate looking sandals are made from Feywild leaves and
wearing these boots you have advantage on any Strength grant you safety when you fall. Whenever you fall while wearing
(Athletics) and Dexterity (Acrobatics) checks and saves made to these sandals they attempt to save you. Once per day as a
move through any type of terrain, as well as to resist an effect reaction, you teleport to the closest horizontal surface within 25
that can pull or push. feet that can support your weight. You take no fall damage from
the effect of this teleport.
DWARVEN BOOTS
Wondrous item, rare FEYSTEP LACINGS
Cost: 1,500 GP Wondrous item, rare (require attunement)
Cost: 4,050 GP
Commonly worn by the dwarven military, these boots help to
keep their soldiers on their feet in combat. While wearing these These cords are made of enchanted wool from the Feywild and
boots you have advantage on saving throws made to resist being gives you a limited teleport when laced into your boots. This item
knocked prone or restrained. has 3 charges and regains 1 charge at dawn. While wearing these
laces you can use a bonus action to expend any number of
EARTHREAVER STOMPERS charges to teleport. You teleport 10 feet for each charge
Wondrous item, very rare (requires attunement) expended. You must teleport to a location that you can see and is
Cost: 46,500 GP unoccupied.
These boots allow the wearer to sense the earth and rend the FIREBURST BOOTS
ground beneath them. While wearing these boots the wearer gains Wondrous item, very rare (require attunement)
a tremorsense of 15 feet. Three times per day as an action, you Cost: 43,750 GP
can stomp the ground and cast earth tremor at 2nd level (save DC
17) Made of enchanted iron, these boots have burn marks that never
seem to disappear. Twice per day while wearing these boots
EARTHSTRIDERS when you are targeted by a spell or attack, you can use a reaction
Wondrous item, very rare to teleport away in a burst of fire. You teleport 30 feet away to a
Cost: 18,750 GP location that you can see and is unoccupied. The location where
you were previously standing erupts in flames as it is the target of
Wearing these blunt-toed and heavy boots allows you to move
a fireball spell (save DC 17).
across earth quickly. Three times per day while wearing these
boots as your movement, you can teleport in a straight line to a FLANKER’S BOOTS
location with a solid surface within 25 feet. The path must have
(Note: This magic item is only usable if your DM allows the
no open ground at any point, such as a pit or chasm. You do not
optional flanking rule)
require line of sight to teleport to the location, but it must be
Wondrous item, very rare (require attunement)
unoccupied. If the location you wish to teleport to is occupied,
Cost: 37,000 GP
you do not teleport but the use is expended.
These rabbit skin boots allow you to move quickly to fill in a spot
to take advantage of a foe’s location. Three times per day while
wearing these boots you can teleport to flank a foe within sight
using your movement. The creature must have an allied creature
within 5 feet of it and you teleport to an unoccupied location in
sight that grants you flanking against that creature.
69
FLOORFIGHTER STRAPS
Wondrous item, very rare
Cost: 12,750 GP
These enchanted leather straps help to protect you when you are
on the ground. While wearing these boot straps you do not grant
advantage to attacks against you while you are prone. Standing
from prone does not cost any additional movement.
Made of enchanted cured leather, these boots let you get away These thigh-high, watertight boots allow you to move across
scot free from a lazy attacker. Once per day while wearing these water with ease. While wearing these boots your movement
boots when a melee attack misses you, you can use your reaction speed is increased by 5 feet. You can also stand on horizontal
to dodge even further away from the attack. You move half your liquid surfaces as if they were solid, though you still take damage
movement speed and do not provoke attacks of opportunity with from hazardous liquids like acid or lava.
this movement.
PHANTOM CHAUSSURES
JESTER SHOES Wondrous item, legendary (requires attunement)
Wondrous item, uncommon Cost: 277,650 GP
Cost: 140 GP
This silk clothing covers your lower legs, and lets its wearer
These colorful shoes invoke the playfulness of jesters in order to become ghost-like with their movements. While wearing this
avoid certain tactics, but come at a cost. While wearing these item, whenever you move at least half your movement speed on
shoes whenever a creature attempts to shove, grapple, or restrain your turn, you can use one of the following features:
you, you can use your reaction to automatically succeed against • All creatures have disadvantage on Wisdom (Perception)
their action. You fall prone as a result of using this reaction. checks made to spot you.
• You cast invisibility on yourself (3/day).
LIGHTSTEP SLIPPERS • You teleport from the Material Plane to the Ethereal Plane
Wondrous item, legendary until the end of your next turn (1/day).
Cost: 125,500 GP
QUICKLING BOOTS
Made of the highest quality doeskin, these slippers cushion your Wondrous item, rare
step and make your footfalls almost non-existent. While wearing Cost: 1,525 GP
these slippers you have advantage on all Dexterity (Stealth)
checks made to move silently. You leave behind no tracks, you These silver threaded boots are made using quickling techniques
can’t be detected with tremorsense and you do not activate traps and look to grant you their speed. While wearing these boots
or hazards that are triggered by footsteps. whenever you move your full movement speed, your movement
speed increases by 5 feet, and you gain a +3 bonus to your AC
against opportunity attacks until the end of your next turn.
70
RUSHING CLEATS can teleport to another area of dim light or darkness within 25
Wondrous item, rare (requires attunement) feet of you. The area must be within sight and unoccupied or the
Cost: 3,750 GP teleport fails and the charge is expended.
SANDALS OF TYMORA These boots have many iron straps attached to them, and make
Wondrous item, legendary sure the wearer is always on solid footing. While wearing these
Cost: 135,000 GP boots you gain advantage on saving throws made against being
knocked prone. Standing up from being prone doesn’t cost any
These glyph covered corded foot coverings look to protect you
movement while wearing these boots.
whenever you are moving against even the largest of foes. While
wearing these sandals your movement speed is increased by 10
THORNWALKER SLIPPERS
feet. For the first half of your movement, you do not provoke
Wondrous item, rare (requires attunement)
opportunity attacks.
Cost: 3,200 GP
SANDALS OF PRECISE STEPPING These slippers are heavily padded at the bottom to prevent any
Wondrous item, uncommon (requires attunement) harm coming to the wearer from dangerous terrain. While
Cost: 460 GP wearing these slippers you are unaffected by difficult terrain from
natural hazards like quicksand, snow, or thorns. You also take no
While wearing these enchanted leather sandals, you find that your
damage from moving in these environments.
steps are softer, stronger, and more precise. While wearing these
sandals you gain a +2 bonus to all Strength (Athletics), Dexterity
TUMBLERS SHOES
(Acrobatics), and Dexterity (Stealth) checks.
Wondrous item, rare
Cost: 1,000 GP
SHADOWSTEPPERS
Wondrous item, very rare (requires attunement) These very well-built shoes allow you to move with ease, even if
Cost: 41,750 GP you don’t normally do so. Once per day while wearing these
shoes whenever you roll a Strength (Athletics) or Dexterity
Wearing these matte black slippers will allow you to disappear
(Acrobatics) check that is lower than a 10, you can replace the
into the shadows around you. These slippers have 5 charges and
result as if you had rolled a 10 instead.
regain 1d4 charges at dawn. While wearing these slippers you
can use a bonus action to expend a charge to move between
shadows. While standing in an area of dim light or darkenss, you
71
ZEPHYR BOOTS BURNING GAUNTLETS
Wondrous item, legendary (requires attunement) Wondrous item, uncommon (requires attunement)
Cost: 225,000 GP Cost: 350 GP
These winged boots allow the wearer to fly if they are light These dark iron gauntlets seem to trail thin smoke from the finger
enough. While wearing these boots you gain a flying speed equal tips when moving them. These gauntlets have 3 charges and
to your movement speed as long as you are not wearing medium regain 1 charge at dawn. While wearing these gauntlets, you can
or heavy armor use an action to expend a charge to cast burning hands (save DC
14).
CAT PAWS
Wondrous item, rare (requires attunement)
Cost: 3,700 GP
HAND ITEMS
While wearing these gloves you can use a bonus action to cause
the retractable claws to extend from the gloves, or return them to
normal. While the claws are extended, you have advantage on
Strength (Athletics) checks made to climb. You can also use
ANTIPATHY GLOVES them in place of an unarmed attack. You are proficient with
Wondrous item, rare (requires attunement) them, and they deal 1d6 + your Strength or Dexterity modifier
Cost: 3,000 GP slashing damage.
72
FLAYING GLOVES GAUNTLETS OF BRILLIANCE
Wondrous item, uncommon (requires attunement) Wondrous item, rare (requires attunement)
Cost: 500 GP Cost: 4,125 GP
Tight fitting and very light, these gloves are enchanted to give These gold trimmed gauntlets can illuminate both themselves and
your blades deeper cuts that are hard to heal. These gloves have 2 the weapons wielded with them. While wearing these gauntlets
charges and regain 1 charge at dawn. While wearing these gloves you can cast light on the gauntlets as a bonus action. You can use
you can expend a charge as a bonus action and enchant a bladed a bonus action to end the effect. These gauntlets have 3 charges
weapon to cut deeply into the flesh. For 1 minute, when you deal and regain 1 charge at dawn. You can use a bonus action to
slashing damage to a creature with the enchanted weapon, the expend a charge and coat a weapon with radiant light. The light
creature must make a DC 14 Constitution saving throw. On a lasts 1 minute or until you hit a creature. Any light-coated
failed save, they take 1d4 damage at the start of each of their weapons deals an additional 1d6 radiant damage on hit.
turns due to bleeding for 1 minute. A creature may repeat the
saving throw at the end of each of their turns, ending the effect on
themselves on a success. This effect does not stack multiple
times.
FROST GAUNTLETS
Wondrous item, rare (requires attunement)
Cost: 4,000 GP
The ice crystal runes on these gauntlets flare with magic when
gripping your weapon. These gauntlets have 5 charges and
regains 1d4 charges at dawn. While wearing these gauntlets you
can use a bonus action to expend a charge and coat a melee
weapon with ice. The ice lasts 1 minute or until you hit a
creature. Any ice coated weapon deals an additional 1d6 cold
damage on hit.
These gloves appear too big for your hands at first, but they offer
Wearers of these gauntlets swear by their ability to increase the
you increased strength and grip. While wearing these gloves you
speed of their strikes at the cost of accuracy. These gauntlets have
gain advantage on Strength (Athletics) checks made to grapple
3 charges and regain 1 charge at dawn. While wearing these
and hold onto a creature. While grappling a creature of your size
gauntlets you can use a bonus action to expend a charge and
category or smaller, you can use an action to end the grapple
attack quickly but inaccurately. You can make an additional
early in order to throw the creature. You can throw the creature
weapon attack with disadvantage.
up to 25 feet away from you. If you throw the creature into
another creature, the targeted creature must make a Dexterity
(Acrobatics) check vs your Strength (Athletics) check. On a
failed save, both the targeted and thrown creature take 2d6 + your
Strength modifier bludgeoning damage and fall prone.
73
GLOVES OF ACCURACY GLOVES OF ELDRITCH ADMIXTURE
Wondrous item, very rare (requires attunement) Wondrous item, rare (require attunement by a warlock)
Cost: 33,000 GP Cost: 4,100 GP
These fingerless deerskin gloves allow your shots to hit even the These gloves help to channel the power of your pact through the
most concealed target. While wearing these gloves your ranged Elemental Chaos. Whenever you deal damage with your eldritch
weapon attacks ignore half and three-quarters cover. You also blast spell, you can change the damage type to be acid, fire, or
ignore disadvantage with ranged weapon attacks on creatures that cold damage. These gloves have 3 charges, and regain 1 charge at
are prone. dawn. As a reaction when you deal damage with your eldritch
blast spell, you can expend a number of charges to increase the
GLOVES OF AGILITY damage of a single bolt of the eldritch blast. The damage
Wondrous item, uncommon (requires attunement) increases by 1d6 for each charge expended, and the additional
Cost: 400 GP damage must be fire, cold, or acid damage.
These fingerless gloves give your fingers a slight tingle as you GLOVES OF STORING
move them. While wearing these gloves you gain a +1 bonus to
Wondrous item, rare
Dexterity checks.
Cost: 750 GP
GLOVES OF CAMARADERIE These ornate chamois gloves have the power of hiding away an
Wondrous item, legendary item of your choosing. While wearing these gloves you can store
Cost: 100,000 GP a single item in an extra dimensional space as a bonus action. The
item must weigh no more than 10 pounds. As a bonus action you
These gloves are made of fine cashmere and allow you to draw
can summon forth the item from the extra dimensional plane
an ailment from an ally into yourself. While wearing these gloves
within 5 feet of you. If the item is a weapon, it may be wielded. If
you can touch a willing creature within range as a bonus action
the gloves are damaged or destroyed in any way, any item stored
who is suffering a condition that requires a saving throw to end.
in the extra dimensional space is cast into the Astral Sea.
You transfer the condition to yourself and you may expend a hit
die to make the saving throw with advantage. The condition must GLOVES OF THE BOUNTY HUNTER
require a Constitution, Intelligence, Wisdom, or Charisma saving Wondrous item, rare (requires attunement)
throw to transfer. Cost: 4,250 GP
GLOVES OF DIMENSIONAL REPULSION Made of enchanted hide with weighted knuckles, these gloves are
Wondrous item, very rare (require attunement) commonly used by those who wish to capture targets alive rather
Cost: 43,100 GP than dead. Once per day while wearing these gloves you can use
a bonus action to cast hunter’s mark. When a creature of your
These gloves are covered in strange runes that seem to move on
size category or smaller falls unconscious to non-lethal damage
their own accord. These gloves have 5 charges and regain 1d4
from your attacks, you can use a bonus action to have magical
charges at dawn. While wearing these gauntlets you can use a
rope restrain the creature. The rope lasts for 24 hours and is
bonus action to expend a charge and coat a weapon a strange
enchanted to be resistant to breaking, requiring a DC 20 Strength
eldritch power. The effect lasts 1 minute or until you hit a
(Athletics) check to break.
creature. When you hit a creature with weapon coated with this
power, they must succeed on a DC 18 Charisma saving throw, or
be teleported 15 feet away from their current location to an
unoccupied space of your choosing.
74
GLOVES OF THE HEALER HEDGE WIZARD GLOVES
Wondrous item, rare (requires attunement by a spell caster) Wondrous item, uncommon
Cost: 3,750 GP Cost: 150 GP
These gloves are made from woven medical bandages that have Anyone wearing these patchwork gloves can perform magic
been enchanted to assist with healing spells. While wearing these tricks. While wearing these gloves, you can cast the mage
gloves whenever you cast a spell that heals another creature, they hand and prestidigitation cantrips.
regain an additional 1d6 hit points.
GLOVES OF TRANSFERENCE
Wondrous item, very rare (requires attunement by a spell caster)
Cost: 35,000 GP
GREATREACH GAUNTLETS These silver gauntlets are polished and covered in holy runes.
Wondrous item, very rare (requires attunement)
They help to bring light to the darkness. While wearing these
Cost: 32,000 GP
gauntlets any damaging spell of 1st level or higher that you cast
deals an additional 1d6 radiant damage.
These gauntlets have enchanted steel rods embedded into them
that can take a weapon you are holding and attack further with it.
KNIFE THROWER GLOVES
While wearing these gauntlets you can use a bonus action to
Wondrous item, uncommon (requires attunement)
extend or retract the steel rods of the gauntlets which increases
Cost: 375 GP
the range of your melee weapons by 10 feet while extended.
Melee weapon attacks made while the gauntlets are extended are Assassins who wear these gloves will find their knives landing
made with disadvantage due to being slightly harder to wield. harder, if somewhat less accurately. While wearing these gloves
you can choose to empower a dagger throw with extra power at
GREEN THUMBS the cost of accuracy. When making a thrown attack with a dagger
Wondrous item, rare (requires attunement)
you can choose to take a -5 penalty to the attack roll to add +10
Cost: 4,125 GP
to the damage roll.
75
LIGHTNING REFLEX GLOVES
Wondrous item, legendary (requires attunement)
Cost: 280,750 GP
STORM GAUNTLETS
These tight, jet black gloves give your hands a nervous twitch Wondrous item, rare (requires attunement)
when surrounded by foes. While wearing these gloves you can Cost: 3,600 GP
make opportunity attacks without requiring a reaction. You are
not limited to one opportunity attack per round. You also gain a Gold and iron plates on the back of these gauntlets pulse with
+1d6 bonus to attack rolls made for opportunity attacks. storm-like energy. These gauntlets have 3 charges and regain 1
charge at dawn. While wearing these gauntlets you can use a
LONGSHOT GLOVES bonus action to expend a charge and imbue a weapon with
Wondrous item, rare (requires attunement) thunderous power. The power lasts 1 minute or until you hit a
Cost: 3,600 GP creature. Any weapon imbued with this power deals an additional
1d6 thunder damage on hit.
These fingerless gloves help to steady your hands when making
long distance shots. While wearing these gloves you roll STRIKEBACKS
normally for ranged weapon attacks against creatures within long Wondrous item, rare
range. Cost: 1,475 GP
LUCKBENDER GLOVES The back of these gloves are covered with spikes and are used to
Wondrous item, uncommon (requires attunement) counter attack. While wearing these gloves your unarmed attacks
Cost: 320 GP deal 1d6 piercing damage. When you are hit with a melee attack,
you can use a reaction to make an unarmed attack against them.
These halfling-designed gloves depict an image of a golden
shamrock on the back, giving a hint as to their purpose. Once per SURE SHOT GLOVES
day while wearing these gloves if you roll a natural 1 on an attack Wondrous item, rare (requires attunement)
roll, saving throw, or skill check, you can roll again and keep the Cost: 3,500 GP
second result.
The enchantment on these gloves helps to hit those who dare hide
PARRY GAUNTLETS from your attacks. While wearing these gloves your ranged
Wondrous item, uncommon (requires attunement) weapon attacks ignore half cover.
Cost: 360 GP
VAMPIRIC GAUNTLETS
Favored by fighters, these heavily armored gauntlets sense when Wondrous item, very rare (requires attunement)
you are defending and add to your armor. While wearing these Cost: 37,500 GP
gauntlets when you use a Dodge action, you can add +1 to your
saving throws and AC until the start of your next turn. These dark iron gauntlets radiate dark energy. Shadows cast by
them seem a bit darker than normal. These gauntlets have 5
SPELL ANCHORS charges and regains 1d4 charges at dawn. While wearing these
Wondrous item, rare (requires attunement by a spell caster) gauntlets you can use an action to expend a charge to
Cost: 4,150 GP cast vampiric touch using your Dexterity or Strength modifier
and your proficiency bonus for the spell attack.
The arcane runes of these silk gloves can help to extend the life a
spell that has faltered. Twice per day while wearing these gloves
when you fail on a concentration check for a spell, you can use a
reaction to invoke the power of the gloves and extend the length
of the spell for just a bit longer. The concentration for the spell
lasts until the end of your next turn.
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VENOM GLOVES CARCANET OF PSYCHIC SCHISM
Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement)
Cost: 41,500 GP Cost: 37,250 GP
These snakeskin gloves make your weapons like fangs of a cobra. This ornate headband helps protect you from effects that steal
These gloves have 5 charges and regains 1d4 charges at dawn. away your focus by splitting your thoughts in two. While wearing
While wearing these gloves you can use a bonus action to expend this headband you have immunity to being charmed, frightened,
a charge and inject a melee weapon with venom. The venom lasts and stunned. You also gain resistance to psychic damage.
1 minute or until you hit a creature. Any creature hit with a Whenever you are targeted by an effect that would charm,
venom-injected weapon must make a DC 18 Constitution saving frighten, or stun you, or you take psychic damage, you suffer
throw. On a failed save, the creature takes an additional 3d6 disadvantage on your attack rolls and saving throws until the end
poison damage and is poisoned, or half as much on a successful of your next turn.
save. The creature may attempt a saving throw at the end of each
of their turns, ending the effect on itself on a success. CASQUE OF TACTICS
Wondrous item, uncommon (requires attunement)
WRESTLERS GLOVES Cost: 375 GP
Wondrous item, uncommon
This billhorn helm is popular among mercenary captains thanks
Cost: 375 GP
to its ability to allow the wielder to forge ahead of the company.
These rough hide wraps are coated with a substance that helps While wearing this helm you gain a +2 bonus to your initiative
you hold on to creatures and objects. While wearing these gloves roll. Once per day while wearing this helm when you roll
you gain advantage on Strength (Athletics) checks made to initiative, you can swap your roll with another willing creature
prevent escapes from grapples and being disarmed, as well as to you can see.
Dexterity (Acrobatics) checks made to grab something while
falling. CIRCLET OF INDOMITABILITY
Wondrous item, rare (requires attunement)
HEAD ITEMS
Cost: 4,600 GP
This simple golden circlet helps to protect the mind of the wearer.
While wearing this circlet you gain advantage on Wisdom and
ARCANIST’S GLASSES
Intelligence saving throws.
Wondrous item, uncommon
Cost: 200 GP
CIRCLET OF MENTAL ONSLAUGHT
These glasses make runes on magical items seem more visible. Wondrous item, rare (requires attunement by a spell caster)
While wearing these glasses you gain advantage on Intelligence Cost: 4,500 GP
77
CIRCLET OF RAPID CASTING COIF OF MINDIRON
Wondrous item, very rare (requires attunement by a spell caster) Wondrous item, rare (requires attunement)
Cost: 40,000 GP Cost: 34,000 GP
This rune etched silver circlet causes spells to race through your This shiny metal coil was made in order to help the wearer fight
mind quickly. Twice per day while wearing this circlet you can mind flayers and other psychic creatures. Once per day while
cast a spell as a bonus action that would normally require an wearing this hood whenever you become charmed or stunned,
action to cast. you can choose to end the condition immediately.
Wearing this plain copper headband seems to increase your luck As silly as this stone and wooden crown looks, it is quite useful
when you need it most. Twice per day while wearing this circlet, for those looking for alternative ways into or out of a building.
you can reroll a death saving throw that you have failed and keep While wearing this crown you gain advantage on Wisdom
the second result. (Perception), Intelligence (Arcana), and Intelligence
(Investigation) checks made to find secret doors and hidden
CLOCKWORK COWL passages.
Wondrous item, legendary (requires attunement)
Cost: 250,000 GP CROWN OF EYES
(Note: This magic item is only usable if your DM allows the
This enchanted brass cowl is of gnomish design and gives off a optional flanking rule)
soft ticking noise the wearer hears. Once per day while wearing
this cowl you can speed up your internal mechanisms. You gain Wondrous item, very rare (requires attunement)
the use of two additional actions, however you cannot use them Cost: 41,750 GP
to attack or cast a spell.
The many eye-like designs of this crown makes sure that you are
covered on all sides. While wearing this crown, enemy attacks
against you while you are flanked do not have advantage. You
also gain advantage on Wisdom (Perception) checks, and do not
have disadvantage on Wisdom (Perception) while asleep.
This metal hood covers your head, ears, and eyes, but seems to you cast a spell that is considered one of your racial feature
enhance everything it touches. While wearing this coif you have spells, you can increase the damage of spells damage by 1d6. If
advantage on concentration checks, Wisdom (Perception) checks the spell requires a saving throw, creatures targeted by the racial
made to see or hear something, and Intelligence (Investigation) feature spell suffers a -1d6 penalty to the saving throw. If the
checks. You are also immune to being deafened or blinded. spell has an attack roll, you may add 1d6 to the attack roll.
78
of helm flare to scare whoever dare hit you. The creature that
CROWN OF LEAVES attacked you must make a DC 18 Wisdom saving throw, or be
Wondrous item, uncommon (requires attunement) frightened of you for 1 minute or until they succeed a DC 18
Cost: 400 GP Wisdom saving throw at the start of their turn.
The oak leaves of this crown stay forever green, and are EYE OF AWARENESS
commonly found worn by druids. While wearing this crown you
Wondrous item, legendary
gain a +1d4 bonus to Wisdom (Insight) and Wisdom (Nature)
Cost: 125,00 GP
checks.
This eyepatch is has a bloodshot eye symbol on the front, giving
CROWN OF THE WORLD TREE the impression that you are always watching. While wearing this
Wondrous item, very rare (requires attunement) eye patch your initiative bonus is doubled, and you cannot be
Cost: 40,000 GP considered to have an initiative check lower than a 15.
This crown of ash is heavily enchanted, and the runes ignite with EYE OF DECEPTION
power when you cast a ritual. While wearing this crown the
Wondrous item, rare (requires attunement)
amount of time to cast a ritual spell is reduced by half.
Cost: 4,100 GP
EYE OF DISCERNMENT
Wondrous item, legendary (requires attunement)
Cost: 285,500 GP
DREAD HELM This silver eye patch is enchanted to keep a perfectly preserved
Wondrous item, very rare (requires attunement) and highly dangerous basilisk eye alive. While wearing this
Cost: 37,500 GP eyepatch if a creature starts its turn within 30 feet of you and the
two creatures can see each other, then you can force the creature
This dark iron closed helm makes your eyes appear as burning
to make a DC 17 Constitution saving throw if you aren’t
red points and gives you an aura of menace. While wearing this
Incapacitated. On a failed save, the creature magically begins to
helm you have advantage on Charisma (Intimidation) checks, but
turn to stone and is Restrained. It must repeat the saving throw at
have disadvantage on Charisma (Persuasion) checks. Whenever
the end of its next turn. On a success, the effect ends. On a
you are hit with an attack, you can use a reaction to have the eyes
79
failure, the creature is Petrified until freed by the greater GOGGLES OF AURA SIGHT
restoration spell or other magic. Wondrous item, uncommon (requires attunement)
A creature that isn't surprised can avert its eyes to avoid the Cost: 450 GP
saving throw at the start of its turn. If it does so, it can't see you
These goggles were created by wizards to assist healers with their
until the start of its next turn, when it can avert its eyes again. If it
practices. Once per day while wearing these goggles you can
looks at you in the meantime, it must immediately make the save.
choose a creature in sight and gain additional information about
them. You learn their current and maximum hit points, if they are
EYE OF THE EARTHMOTHER
currently poisoned or diseased, and if they have any resistances
Wondrous item, legendary (requires attunement)
or immunity to poison and disease.
Cost: 284,100 GP
This knothole like eye formed from roots floats around your GOGGLES OF THE BONE COLLECTOR
head. It is said that this is actually an eye of an ancient and Wondrous item, rare (requires attunement)
supremely wise treant. While this object floats around your head Cost: 3,900 GP
This finely craft and etch helm allows you to gain mastery over a GRIMLOCK HELM
skill you didn’t have previously. While wearing this helm after a Wondrous item, very rare
long rest, choose a skill that don’t have proficiency in. For the Cost: 23,000 GP
next 24 hours, while you are wearing this helm, you are
The opaque visor of this menacing helm covers your eyes, but
considered to be proficient in that skill, and your proficiency
grants you senses similar to the creature that shares the name of
bonus is doubled for that skill.
this helm. While wearing this helm as a bonus action, you can
lower the visor of this helm. While the visor is down, you are
GEM OF COLLOQUY
considered blind, but gain blindsight of 30 feet. You can regain
Wondrous item, uncommon (requires attunement)
your normal perception by raising the visor as a bonus action.
Cost: 410 GP
This gem hovers around your head, increasing your auditory HEADBAND OF INSIGHT
skills and use of language. While this gem is hovering around Wondrous item, very rare
your head you gain a +1d4 bonus to Charisma (Deception) and Cost: 20,000 GP
80
HEADBAND OF INTELLIGENCE HELM OF SWIFT PUNISHMENT
Wondrous item, rare (requires attunement) Wondrous item, very rare (requires attunement)
Cost: 3,750 GP Cost: 38,000 GP
This silk cord, when worn across the head, increase the mental Wearing this helm allows you to attack with unusual swiftness
abilities of wearer to higher limits. While wearing this headband when striking fleeing foes. While wearing this helm whenever
you gain a +2 bonus to all Intelligence checks and saving throws you make an opportunity attack, you can make 2 melee attacks
you make. Whenever you deal psychic damage to a creature rather than one.
while wearing this headband, the psychic damage is increased by
1d6. HELM OF THE STUBBORN MIND
Wondrous item, uncommon
HEADBAND OF PERCEPTION Cost: 225 GP
Wondrous item, uncommon (requires attunement)
The metal of this helm helps to prevent psychic charms from
Cost: 320 GP
affecting you. While wearing this helm you gain a +1d4 bonus to
This headband is covered with enchanted eye runes to help you Wisdom saving throws made against being charmed.
keep an eye out. While wearing this headband you gain a +1d4
bonus to your Wisdom (Perception) checks. HELM OF VIGILANT AWARENESS
Wondrous item, rare (requires attunement)
HEADBAND OF PSYCHIC ATTACK Cost: 3,600 GP
Wondrous item, very rare (requires attunement)
Cost: 37,000 GP The gems above the eye and ear holes of this helmet helps to
keep your senses fresh when something would seek to rob them.
This simple leather headband has crystals woven into it that Twice per day while wearing this hood whenever you become
allows you to lash out at a creature's mind. This headband has 3 blinded or deafened, the condition immediately ends.
charges, and regains 1 charge at dawn. While wearing this
headband you can use an action to expend a charge and HUNTER’S HEADBAND
cast phantasmal killer (save DC 17). Wondrous item, uncommon
Cost: 120 GP
HELM OF HIDDEN HORRORS
The leather headband is enchanted to turn your senses when
Wondrous item, very rare (requires attunement)
looking for food in the wilderness. While wearing this headband
Cost: 41,500 GP
you gain advantage to Wisdom (Survival) checks made to forage
The leather helm is meant to be a counter to any creature that and hunt for food.
tries to trick you with illusions or control your mind. While
wearing this helm you gain a +3 bonus to your Wisdom saving INQUISITOR’S HELM
throws. Whenever you succeed on a Wisdom saving throw, the Wondrous item, very rare (requires attunement)
creature that forced you to make the save takes 3d6 force damage Cost: 32,000 GP
from the helm blasting out in retaliation. The creature must be in
This boiled leather skullcap has the ability to pry into the mind of
sight to take this damage.
creature and read their minds. This helm has 5 charges and
HELM OF OPPORTUNITY regains 1d4 charges at dawn. While wearing this helm you can
use an action to expend a charge to cast detect thoughts (save DC
Wondrous item, uncommon (requires attunement)
17).
Cost: 360 GP
81
IOUN STONE MASK OF SLITHERING
Wondrous item, rarity varies (requires attunement) Wondrous item, rare (requires attunement)
Cost: 3,550 GP
An Ioun stone is named after Ioun, a god of knowledge and
prophecy revered on some worlds. Many types of Ioun stone This serpent skin mask allows you to slink out of the way of an
exist, each type a distinct combination of shape and color. attack and let someone else take the hit. Twice per day while
When you use an action to toss one of these stones into the wearing this mask you can use a reaction to increase your ability
air, the stone orbits your head at a distance of 1d3 feet and to dodge an attack. Your AC increases by 1d8 for a melee or
confers a benefit to you. Thereafter, another creature must use an ranged attack against you. If the attack misses, the attacker must
action to grasp or net the stone to separate it from you, either by reroll against another creature of your choice within 5 feet of you.
making a successful Attack roll against AC 24 or a successful DC
24 Dexterity (Acrobatics) check. You can use an action to seize
and stow the stone, ending its effect.
A stone has AC 24, 10 Hit Points, and Resistance to all
damage. It is considered to be an object that is being worn while
it orbits your head.
LAUREL CIRCLET This seemingly normal wooden mask can take on the appearance
Wondrous item, rare (requires attunement) of demonic flesh and horror at your command. This mask has 5
Cost: 4,125 GP charges and regains 1d4 charges at dawn. While wearing this
mask you can use an action to expend a charge and
This tin coronet is typically worn by diplomats in order to help
cast fear (save DC 17) as you cause the mask to appear horrific to
them with social situations. While wearing this circlet you gain a
those around you.
+2 bonus to Charisma (Persuasion) and Wisdom (Insight) checks,
as well as to saving throws against illusions and being charmed.
82
PHRENIC CROWN SKULL MASK
Wondrous item, rare (requires attunement by a spell caster) Wondrous item, rare (requires attunement)
Cost: 3,750 GP Cost: 4,000 GP
This pink coral coronet has a similar appearance to brain matter, This enchanted white metal mask is shaped in the likeness of a
but still seems beautiful regardless. While wearing this crown any skull, helping to bring fear to the foes who look upon it. While
creature that makes a Wisdom saving throw against your spells wearing this mask you gain resistance to necrotic damage, and a
suffers a -1d4 penalty to their saving throw. +1d4 bonus to Charisma (Intimidation) checks. Hostile creatures
who can see you also suffer a -2 penalty to their saving throws
QUICKENING DIADEM against effects that cause fear.
Wondrous item, legendary (requires attunement)
Cost: 245,750 GP STAG HELM
Wondrous item, rare (requires attunement)
This diadem of enchanted astral diamonds float around your head
Cost: 3,700 GP
and gives your body clarity when your mind does not. While
wearing this diadem your body can move regardless of what The iron or hide helm has a set of antlers and makes you as alert
troubles you. You can still move your normal movement speed of the animal this helm gets its horns from. While wearing this
while paralyzed, stunned, poisoned, or suffering from at least 2 helm you gain a +5 bonus to your passive Perception. Before the
levels of exhaustion. start of combat, when you are asked to roll for initiative, you are
able to use your movement before rolling.
READING SPECTACLES
Wondrous item, uncommon (requires attunement) TRICKSTER’S MASK
Cost: 350 GP Wondrous item, legendary (requires attunement)
Cost: 245,750 GP
These copper eyeglasses are mostly worn by wizards, scribes,
and scholars who don’t want to be bothered with translation. A velvet masquerade mask that is thought to be enchanted by the
While wearing these glasses you are considered to be under the goddess of luck herself, this mask was once used by the most
effects of the comprehend languages spell for the purposes of famous thief in the world. While you are wearing this mask you
written languages. You must be touching the surface of the can make your Dexterity (Stealth) and Dexterity (Sleight of
language you are reading, and it takes about 1 minute to read one Hand) checks with advantage. Once per day when you make a
page of text. Dexterity (Stealth) or a Dexterity (Sleight of Hand) check, you
can treat that check as if you had rolled a natural 20.
NECK ITEMS
ABYSSAL ADORNMENT
Wondrous item, very rare (requires attunement)
Cost: 36,750 GP
83
AMULET OF ARANEA AMULET OF INNER VOICE
Wondrous item, very rare (requires attunement) Wondrous item, very rare (requires attunement)
Cost: 45,500 GP Cost: 49,000 GP
This enchanted spider shaped amulet is typically found around Made from a clear square diamond, this amulet helps to keep
the necks of powerful Lolth worshipers. While wearing this your mind to yourself at all times. While wearing this amulet
amulet you gain resistance to poison damage and immunity to your mind cannot be read against your will. You have advantage
being poisoned. Twice per day you can use an action to on saving throws against being charmed, frightened, and sleep
polymorph into a giant spider for 5 minutes, following the rules effects, and gain resistance to psychic damage.
of the polymorph spell. You can also end the polymorph early as
a bonus action. AMULET OF MATERIAL DARKNESS
Wondrous item, legendary (requires attunement)
AMULET OF ATTENUATION Cost: 230,000 GP
Wondrous item, very rare (requires attunement)
Wearers of this obsidian and onyx amulet will find the shadows
Cost: 37,750 GP
leaping to protect them. While wearing this amulet while you are
This crude amulet is thought to crafted using Goliath methods standing in dim light or darkness, you are considered to have
and enchantments due to its abilities. Three times per day while three-quarters cover against ranged attacks and attacks that target
wearing this amulet when you take damage, you can use your an area, as the shadows form cover to protect you. This feature
reaction to roll a d12. Add your Constitution modifier to the still applies even if you are targeted by a creature that can see
number rolled, and reduce the damage received by that total. you, due the shadows forming a solid material against attacks.
The amulet has a similar design to the Periapt of Wound Closure, Simply wearing this iron talisman helps to protect your mind.
with a heart shaped ruby in a golden cage. It is possible they While wearing this amulet you gain a +1d4 bonus to saving
might be part of a set. While you are wearing this amulet, you throws against illusion spells, being charmed, and magical sleep.
have advantage on saving throws against being paralyzed,
poisoned, deafened, blinded, and petrified. AMULET OF PHYSICAL RESOLVE
Wondrous item, uncommon (requires attunement)
AMULET OF ELUSIVE PREY Cost: 410 GP
Wondrous item, very rare (requires attunement)
Simply wearing this iron talisman helps to protect your body.
Cost: 38,750 GP
While wearing this amulet, you gain a +1d4 bonus to saving
This amulet is made of various types of wood, and has been throws against being stunned, poisoned, and paralyzed.
carved with runes that appear to make an X mark in the center.
While wearing this amulet when you end your turn at least 20 AMULET OF RESOLUTION
feet away from where you originally began your turn, you gain a Wondrous item, uncommon
+3 bonus to your AC and Dexterity saving throws until the end of Cost: 200 GP
your next turn.
Regardless of what ails you, this mithral necklace seeks to assist
with warding it off. Once per day while wearing this amulet when
you fail a saving throw, you can reroll the saving throw. If you do
so, you must keep the new result even if it is lower.
84
AMULET OF THE UNBROKEN the start of your next turn within 25 feet of your original location
Wondrous item, legendary in an unoccupied location.
Cost: 150,000 GP
CHOKER OF ELOQUENCE
Made from flawless rubies, this amulet is inscribed with the
Wondrous item, rare (requires attunement)
dwarven words “Heroes Never Die”. Once per day while wearing
Cost: 3,250 GP
this amulet when you are reduced to zero hit points, but not killed
outright, you can expend any number of hit dice and regain hit Another commonly used magic item of the diplomats of the
points equal to the hit die results. world, this enchanted neck wrap can help when you feel at a loss
for words. While wearing this choker you gain a +2 bonus to
BROOCH OF NO REGRETS Charisma (Persuasion) and Charisma (Deception) checks. Once
Wondrous item, uncommon (requires attunement) per day when you roll a Charisma (Persuasion) or Charisma
Cost: 300 GP (Deception) check, you may roll the check with advantage.
This very large and ostentatious cloak wraps around you when Cost: 250,000 GP
85
ongoing conditions are suppressed, but not ended. Any saving
throws made while in this location are made with advantage and
a +1d8 bonus. While gone, you are also aware of your
surrounding back on the plane that you came from as if you were
standing in your last position. On your turn, you can use your
movement to return a location on the plane of existence you were
previously on within 5 feet of your previous location that you can
see.
CLOAK OF THE CHIRURGEON
CLOAK OF DISTORTION Wondrous item, uncommon (requires attunement)
Cost: 3,250 GP
This cloak has been enchanted in order to assist medics assess a
A weaker version of the Cloak of Displacement, this cloak only client’s problems. While wearing this cloak you gain a +1d4
works at a distance. While wearing this cloak ranged attacks bonus to Wisdom (Medicine) checks. Twice per day, you can use
against you from a distance of 25 feet or more have disadvantage an action to touch a creature and heal them 2d4 hit points.
This very beautiful feather cloak is made with ashes left behind
CLOAK OF ELEMENTAL EVOLUTION
from a fire elemental titan. Once per day while wearing this cloak
Wondrous item, legendary (requires attunement)
your death becomes that of a legendary phoenix. When you are
Cost: 255,250 GP
reduced to zero hit points, but not killed outright, your body
This cloak is made from the material form of various elements, so erupts in an explosion of flames and you disappear in a pile of
as such, this cloak is very adaptable with protecting its wearer. ash and smoke. The flames erupt outward from your location in a
While wearing this cloak you can use a bonus action to gain 20-foot radius. Each creature in the radius must make a DC 21
resistance to one of the following damage types until your next Dexterity saving throw. On a failed save, they take 6d10 fire
short or long rest: acid, fire, cold, lightning, or thunder. When damage or half as much on a successful save. At the start of your
you are hit with an attack, you can use a reaction in order to gain next turn, you reappear in the location where you died, or the
resistance to one of damage types list above until the end of your closest unoccupied space. You are restored to full hit points and
next turn, after which the cloak returns to its original choice of all previous conditions and spells affecting you are ended. One
damage protection. hour after this effect takes place, you gain a point of exhaustion
from the rebirth process.
CLOAK OF THE CAUTIOUS
Wondrous item, rare (requires attunement) CLOAK OF THE WALKING WOUNDED
Cost: 3,500 GP Wondrous item, rare (requires attunement)
Cost: 4,250 GP
This cloak is also known as the “Cloak of the Coward” due to its
ability to grant quick retreats. Twice per day while wearing this Veins appear on the back of this cloak when its wearer is resting,
cloak, you can use the power of the cloak to hasten a retreat. As a as a result of its healing properties activating. While wearing this
bonus action, increase your movement speed by 25 feet until the cloak double the amount healed from rolling hit dice during a
end of your next turn. While this effect is active, if you use an short rest.
86
COLLAR OF RECOVERY FLAMEWRATH CAPE
Wondrous item, uncommon (requires attunement) Wondrous item, very rare (requires attunement)
Cost: 375 GP Cost: 45,000 GP
This collar is set with a bloodstone jewel, and aid with healing of This orange and red cape seems to occasionally release small
its wearer. While wearing this collar for the first 3 times you heal amounts of smoke, giving hints to the powers this cape provides.
hit points in a day, you regain an additional 1d4. While wearing this cape you gain advantage on Charisma
(Intimidation) checks. Three times per day you can evoke the
DEATH-DEFYING CLOAK power of this cape and wreath yourself in burning flames for 1
Wondrous item, legendary (requires attunement) minute. While this effect is active, your melee weapon attacks
Cost: 230,000 GP deal an additional 1d6 fire damage and any creature that hits you
with a melee attack takes 2d4 fire damage. Drenching the cape in
A legendary cloak worn by nobles and royalty in order to help
water ends this effect early.
them with assassination attempts. Once per day while wearing
this cloak you can fool others into thinking you have perished. GLOAMING SHROUD
The first time you are reduced to 0 hit points, you instead drop to
Wondrous item, uncommon (requires attunement)
1 hit point and gain the effects of the invisibility spell until the
Cost: 375 GP
end of your next turn. While you are invisible, an illusion of your
deceased body persists where yours was reduced to 0 hit points, This cloak has the ability to drink in light sources around it.
appearing unconscious. The illusion is not solid, and anyone who While wearing this cloak you gain advantage on Dexterity
touches it sees through the trick automatically. Otherwise, a DC (Stealth) checks made while standing in dim light or darkness.
25 Intelligence (Investigation) check is required to determine the Once per day as a bonus action, you can magically dim all light
falsehood of the illusion. sources around you in a 10-foot radius around you for 1 minute.
Any bright light created or brought into the magical aura is
EVIL EYE FETISH reduced to dim light while the effect is active.
Wondrous item, rare (requires attunement)
Cost: 4,500 GP GORGET OF RECIPROCITY
Wondrous item, legendary (requires attunement)
The cursed eyeball gem attached to this collar punishes those Cost: 280,750 GP
who seek to take advantage of you. While wearing this collar
whenever a creature attacks you with advantage, they take 5 This highly reflective platinum neck piece is etched in runes that
points of necrotic damage from the evil eye. have the ability to return damage dealt to the attacker. Twice per
day while wearing this gorget whenever you take damage from
FIREFLOWER PENDANT an attack, you can use a reaction to cause the attacker to take
Wondrous item, rare (requires attunement) damage equal to the amount of damage dealt to you. Any effects
Cost: 4,250 GP that you suffer as a result of the attack are also transferred to the
attacker as well.
This string of red opals hangs from your chest, and enhances your
revenge with fiery power. While wearing this pin when you take HEALER’S BROOCH
fire damage, you deal an additional 2d6 fire damage with your
Wondrous item, rare (requires attunement by a spell caster)
next weapon or spell attack. This effect lasts until the end of your
Cost: 3,650 GP
next turn.
An adornment of simple design, this brooch boosts the healing
power of your spells. While wearing this brooch whenever you
cast a spell that recovers hit points, you can add your spell
casting modifier to the total amount of hit points healed.
87
LIAR’S TRINKET MEDALLION OF DEATH DEFERRED
Wondrous item, very rare (requires attunement) Wondrous item, rare
Cost: 42,500 GP Cost: 2,000 GP
This pin is designed to hide away all traces of enchantment to This talisman keeps deaths grip away from you a single time.
observers, as well as the wearer from arcane prying of any sort. While wearing this medallion if you fail on a third death saving
While wearing this pin you gain advantage on Charisma throw, you can count it as a success rather than a failure. Once
(Deception) checks. Any creature that makes an Intelligence this effect takes place the medallion shatters and is destroyed.
(Arcana) check to determine if this item is magical has
disadvantage due to the hidden designs of the runes of this pin. MOONLIGHT LAVALIERE
Whenever you are affected by a divination spell, such as zone of Wondrous item, very rare (requires attunement)
truth or scrying, you may make a Charisma (Deception) check Cost: 36,750 GP
and use that roll in place of a saving throw.
This crescent moon-shaped pendant gives off a soft glow at night.
LIFE CHARM This necklace has 3 charges and regains 1 charge at sundown.
While wearing this necklace you can use an action to expend a
Wondrous item, legendary (requires attunement)
charge and cast moonbeam (save DC 18). You are considered
Cost: 300,000 GP
immune to the effects of the spell.
This small heart-shaped pendant is covered in extremely small,
extremely powerful magic runes that force the spirit to remain PEACEMAKER’S PERIAPT
within the body. The runes of this pin are also unstable. While Wondrous item, rare (requires attunement)
wearing this pin whenever you roll a death saving throw, you Cost: 4,500 GP
succeed unless you roll a 1 on the d20. If you roll a natural 1 on a
This alabaster dove-shaped pin increases your charm and can
death saving throw while wearing this pin, the pin shatters and is
make attacks happen less often. While wearing this amulet you
destroyed.
gain advantage on Charisma (Persuasion) checks. You can also
use a bonus action to mark a creature within the peacemaker’s
mark, which lasts 1 minute. The marked creature suffers
disadvantage on attack rolls against you. The mark ends early if
you attack or cast a spell at the marked creature or you mark a
different creature.
PERIAPT OF RECOVERY
Wondrous item, rare
Cost: 1,500 GP
This small pendant helps keep you alive. While wearing this
pendant you gain a +2 bonus to death saving throws.
RESILIENCE AMULET
Wondrous item, rare (requires attunement)
Cost: 3,750 GP
This gold disk is embedded with a crystal star and helps save you
from magical effects. While wearing this amulet whenever you
are required to make a saving throw due to the effects of a spell,
you can use a reaction to grant yourself advantage on that saving
throw. On success, you cannot use this feature until the next day.
88
STAR OF THE ASTRAL SEA TATTERED CLOAK
Wondrous item, artifact (requires attunement) Wondrous item, legendary (requires attunement)
Cost: Unknown Cost: 275,000 GP
A massive blue star sapphire that rarely forms from the clouds of This seemingly normal cloak is in tatters, however it has
the Astral Sea adorns the center of this silver amulet. It is said extremely powerful enchantments on it that protect you. Once per
that only a single Star of the Astral Sea exists at a time. While day while wearing this cloak you can use a bonus action to
wearing this amulet you can use an action to cast astral release a 20-foot radius of magical influence. Choose any number
projection without spell components once a week. Creatures who of creatures within the area of influence. They must make a DC
are affected by an astral projection spell cast from this amulet 20 Wisdom saving throw. On a failed save, the creature may not
gain the following benefits while in the Astral Plane: choose you as a target for attacks or spells for 1 minute. The
Creatures’ silver cord is unable to be cut by critical attacks. creature may attempt the saving throw at the end of each of their
Creatures movement speed is equal to their normal movement turns, ending the effect on themselves on a success. You can still
speed on the Material Plane. be affected by spells and attacks that target an area rather than a
Creatures can make a DC 15 Wisdom (Insight) check in order single target.
to sense nearby color pools within 1 mile of the creature.
WYRMTOUCHED AMULET
STEADFAST AMULET Wondrous item, legendary (requires attunement by a
Wondrous item, rare (requires attunement) dragonborn)
Cost: 3,650 GP Cost: 252,650 GP
This multicolor crystal pendant helps keep your mind focused The pendant of this amulet is shaped like a dragon with draconic
when it would be otherwise difficult. While wearing this amulet rune. This amulet looks to bring the power of dragonborn closer
whenever you are required to make a saving throw for an effect to that of dragons. While wearing this amulet the range of your
that can stun or paralyze you, you can use a reaction to grant breath weapon is doubled. Creatures have disadvantage on saving
yourself advantage on that saving throw. On success, you cannot throws against your breath weapon. When you use your breath
use this feature until the next day. weapon, roll a d6. On a 5 or 6, you regain the use of your breath
weapon.
TALISMAN OF REPULSION
RING ITEMS
Wondrous item, legendary (requires attunement)
Cost: 255,750 GP
R
A platinum talisman with an astral diamond set in the center, this
ings in the fourth edition are typically meant for
object seems to store all the excess energy of the movements of
higher level characters, so when converting them to
the wearer and can unleash this energy. This talisman starts with
the fifth edition, I tried to go for what the ring was
0 charges and can hold a maximum of 5 charges. Every time the
aiming for rather than a direct conversion.
wearer of this talisman moves at least 30 feet this talisman gains
1 charge. All stored charges are lost after a long rest. While
wearing this talisman when you are hit with a melee attack, you
AMETHYST BAND OF INVISIBLE EYES
can use a reaction to expend a number of charges and unleash the
Ring, rare (requires attunement by a spell caster)
stored energy of the talisman. The attacking creature must make a
Cost: 4,025 GP
DC 19 Strength saving throw. On a failed save, they are pushed a
number of feet equal to 10 x charges expended. On a successful This amethyst ring is used by spell casters who want to hit targets
save, they are pushed half the amount of feet. behind cover. While wearing this ring your spells ignore half
cover. Once per day you can cast dark vision on yourself while
wearing this ring.
89
BANQUET RING CHERISHED RING
Ring, very rare (requires attunement) Ring, very rare (requires attunement)
Cost: 42,750 GP Cost: 45,500 GP
This gold ring is covered in gems, and protects you from This polished gold ring makes you more alluring, and can even
poisoned food, while creating the occasional magical meal. While cause your foes want to come towards you. While wearing this
wearing this ring you gain immunity to poison that is ingested. ring you gain advantage on Charisma (Persuasion) checks. Three
Once per week you can cast heroes’ feast without spell times per day you can use a bonus action to magically convince a
components. creature within 50 feet to approach you. The targeted creature
must make a Wisdom (Insight) check vs. your Charisma
BLINK RING (Persuasion) check. On a failure they must spend their full
Ring, rare (requires attunement) movement moving closer towards you. The creature will not
Cost: 3,750 GP cross over dangerous hazards to approach you and will walk
around hazards such as pits and acid.
This adamantine ring has a tendency to move from finger to
finger without you noticing. Twice per day while wearing this COGNIZANCE RING
ring you can cast blink on yourself.
Ring, rare (requires attunement)
Cost: 4,500 GP
BONE RING OF BETTER FORTUNE
Ring, rare (requires attunement) This electrum ring is enchanted to help protect your mind. While
Cost: 4,000 GP wearing this ring you have advantage on Wisdom saving throws
against being frightened, charmed, and illusion spells.
The ring is formed from woven bones and can increase your luck
when worn. While wearing this ring you gain resistance to FACE-STEALING RING
necrotic damage. Once per day while wearing this ring, when you Ring, rare (requires attunement)
roll a natural 1 on a saving throw, attack, or skill check, you can Cost: 3,900 GP
reroll the d20 and keep the second result.
This ring is thought to be crafted by changelings to give allies
BONE RING OF PRESERVATION similar abilities to their own. Twice per day while wearing this
Ring, rare (requires attunement) ring you can cast alter self without concentration in order to take
Cost: 4,000 GP the form of humanoid creature in sight. You can dismiss the spell
at any time.
The ring is formed from woven bones, and helps to protect your
health. While wearing this ring you gain resistance to necrotic GARGOYLE RING
damage. Your maximum hit points cannot be reduced while
Ring, legendary (requires attunement)
wearing this ring.
Cost: 265,400 GP
CHAMELEON RING This stone ring is carved from the remains of a gargoyle, and
Ring, rare (requires attunement) enchanted to give the wearer the abilities of one. While wearing
Cost: 3,700 GP this ring you continue to make saving throws at the end of your
turn while petrified to end the effect. You can also use an action
Lizard skin gives you powers similar to the creature this ring’s’
to turn into a magical stone statue version of yourself. While a
name came from. While wearing this ring if you stand still for at
stone statue you have resistance to all damage, and you gain
least 1 minute, creatures have disadvantage on Wisdom
tremorsense out to 50 feet. You lose all other senses and can take
(Perception) checks made to see you, as your appearance changes
no other action other than a bonus action to revert back to your
color and texture to match your surroundings. Moving more than
normal form.
5 feet, attacking, or casting a spell ends this effect.
90
LUMINARY RING
Ring, very rare (requires attunement by a spell caster)
Cost: 39,750 GP
RING OF ADAPTATION
This gold ring has a sigil on the front that glows when you are Ring, uncommon (requires attunement)
casting healing spells. While wearing this ring whenever you cast Cost: 350 GP
a ranged spell that heals hit points or cures a status condition, you
can increase the range of that spell by 25 feet. This metal ring has primordial runes that help the wearer to resist
elemental effects. While wearing this ring you gain advantage on
MAGICIAN’S RING Constitution saving throws made to resist extreme weather. Once
Ring, rare (requires attunement) per day you can use a reaction to gain resistance to one of the
Cost: 4,500 GP following damage types until the start of your next turn: fire,
cold, or lightning
This cheap looking gold ring allows anyone who wears it to
become a hedge wizard. While wearing this ring, you can cast RING OF AQUATIC ABILITY
the prestidigitation, mage hand, light, and mending cantrips. Ring, uncommon (requires attunement)
Cost: 315 GP
NULLIFYING RING
Ring, artifact (requires attunement) This ring has an enchanted aquamarine band, allowing you to
Cost: Unknown dive longer without concern. While wearing this ring you can
swim underwater for 10 minutes without requiring a breath.
This metal ring is black as the darkest night, as light is absorbed
by this ring. Legends tell that this ring is formed from a RING OF ARCANE INFORMATION
suppressed Orb of Annihilation. While wearing this ring you gain Ring, uncommon (requires attunement)
resistance to slashing, piercing, and bludgeoning damage. You Cost: 380 GP
have advantage on saving throws made to resist magical effects.
Once per week you can cast antimagic field. This ring is used by students of mages who want to learn more
about the spells and items they use. Once per day while wearing
OPAL RING OF REMEMBRANCE this ring you can cast detect magic without concentration.
This silver ring has a fire opal set in the center that is enchanted
to help remember information and spells. While wearing this ring
you gain advantage on Intelligence checks. Twice per day you
can use a bonus action to regain a spell slot of 3rd level or lower.
PREMONITION RING
Ring, uncommon (requires attunement)
Cost: 500 GP
91
RING OF BROTHERHOOD RING OF FEY TRAVEL
Ring, very rare (requires attunement) Ring, rare (requires attunement)
Cost: 47,500 GP Cost: 4,000 GP
These platinum rings are used in order to determine useful This ring is made of shining feywood, and allows you to move
information for those who are wearing it. These rings come in a like an Eladrin. While wearing this ring your speed increases by 5
set. In order to take effect, two separate creatures must attune to feet while you wear light armor or no armor. Once per day you
each ring. While a different creature is attuned to each ring, a ring can also use a bonus action to teleport a distance equal to your
wearer can gather the following information from the other ring movement speed to an unoccupied spot you can see.
wearer:
The current hit points and general status of the creature (alive, RING OF FIREBLAZING
dying, or dead). This information comes to the wearer in a Ring, uncommon (requires attunement)
general sense rather than a direct number or answer. Cost: 400 GP
Any status conditions affecting the creature and their
This red steel ring allows the wielder’s touch to become fire.
emotional state. This information comes to the wearer in the
While wearing this ring you can use an action to touch a
sense of telling the physical and mental state of the creature.
flammable object and ignite it if it isn’t being worn or carried.
The straight line distance of the creature, so long as you are
Once per day you can add +1d6 fire damage to a melee attack.
on the same plane of existence.
Once per day you can use a bonus action to teleport to the
RING OF FORGETFUL TOUCH
location of the other wearer, so long as they are within 500 feet of
Ring, very rare (requires attunement)
each other.
Cost: 40,000 GP
RING OF CALLING The wearer of this simple copper band can erase the memory of a
Ring, rare (requires attunement)
creature with a single touch. Once per day while wearing this ring
Cost: 3,600 GP
you can use an action to touch a creature and cast a minor version
of modify memory (save DC 17). You can only affect 1 minute of
Wearing this mithral ring teleports your allies to you when they
memory within the last hour, and you can only erase all memory
are in need. Once per day while wearing this ring you can use a
of the event, not modify it.
reaction when a friendly creature within 20 feet of you is
attacked. The targeted creature teleports to be within 5 feet of
RING OF HEROIC INSIGHT
you.
Ring, rare (requires attunement)
Cost: 5,000 GP
RING OF DREAD
Ring, legendary (requires attunement)
This scored adamantine ring allows you to hone in on a target and
Cost: 265,500 GP
focus on their weaknesses. Once per day while wearing this ring
you can use a bonus action to mark a creature or object with
This rough iron ring allows your ability to cause fear in foes to
Heroic Insight. A creature marked with Heroic Insight takes an
also weaken their spirit and body. Once per day while wearing
additional 1d6 damage from your attacks and has disadvantage
this ring you can use an action to cause a creature in sight to
on your choice of one type of saving throw. A marked object
become weakened in fear. Make a Charisma (Intimidation) check
gains vulnerability from attacks made against it. The mark lasts 1
contested by the target’s Wisdom (Insight). On a failed check, the
minute.
creature has disadvantage on your choice of Constitution,
Charisma, or Wisdom saving throws for 1 hour.
92
RING OF PERFECT GRIP concentrating on the ring at a new location for 10 minutes per day
Ring, uncommon for 1 year.
Cost: 200 GP
RING OF SHADOW GUARD
This rough steel ring gives you a grip of steel when climbing or
Ring, uncommon (requires attunement)
falling. While wearing this ring, you have advantage on Strength
Cost: 425 GP
(Athletics) checks made to climb or catch yourself on a edge
when falling. This black iron ring can summon black tendrils of the Shadowfell
to protect you. Twice per day while wearing this ring you can use
RING OF PERSONAL GRAVITY an action to cast arms of Hadar (save DC 14).
Ring, very rare (requires attunement)
Cost: 40,000 GP RING OF SHADOW TRAVEL
Ring, rare (requires attunement)
This metal band contains a modified version of a very powerful
Cost: 3,500 GP
spell. Once per day while wearing this ring, you can use an action
to modify gravity for yourself for 1 minute. Point in a direction of This black iron band has enchantments common to creatures of
your choosing. That direction becomes the new “down” direction the Shadowfell. Once per day while wearing this ring you can use
for your own gravity. The new gravity only affects you and your movement to teleport to a location in 20 feet that is in dim
objects that you are carrying or pick up while the effects are light or darkness.
active. For example, you can pick up a stone and throw it
upwards, it will fall back down in accordance with your new RING OF SPELL STORING, GREATER
gravity direction for the duration of the effect. Creatures grappled Ring, legendary (requires attunement)
or held during the effects of this ring are still considered under Cost: 300,000 GP
the effects of normal gravity.
This intricately carved gold ring is a much more powerful version
of another ring. This ring stores spells cast into it, holding them
until the attuned wearer uses them. The ring can store up to 9
levels worth of spells at a time. When found, it contains 1d8 - 1
levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 9th level into the
ring by touching the ring as the spell is cast. The spell has no
effect, other than to be stored in the ring. If the ring can't hold the
spell, the spell is expended without effect. The level of the slot
used to cast the spell determines how much space it uses.
RING OF RETREAT While wearing this ring you can cast any spell stored in it.
Ring, very rare (requires attunement) The spell uses the slot level, spell save DC, spell attack bonus,
Cost: 50,000 GP and spellcasting ability of the original caster, but is otherwise
treated as if you cast the spell. The spell cast from the ring is no
This silver band allows you to fall back to a set location while longer stored in it, freeing up space.
also boosting your own teleportation skills. While wearing this
ring whenever you use a spell or ability that allows you to
teleport, you can teleport an additional 10 feet. Once per day
while wearing this ring you can use an action to teleport to a set
location that is determined at the time of this ring's creation. Once
you have used this effect, you can use an action to teleport back
and forth from your previous location to the set location for 8
hours. You can change the set location of this ring by
93
RING OF TENACIOUS WILL RING OF VIGILANT DEFENSE
Ring, very rare (requires attunement) Ring, very rare (requires attunement)
Cost: 42,500 GP Cost: 45,000 GP
This platinum and gold rings lets the personality of the wearer be This ring has a shield symbol made of overlapping and differing
the surviving factor for attacks, rather than their physical nature. materials. While wearing this ring you gain a +2 bonus to all
While wearing this ring you can use Charisma saving throws in saving throws and AC.
the place of Constitution saving throws. Once per day when you
are reduced to 0 hit points, but not killed outright, you can drop
to 1 hit point instead.
Cost: 4,100 GP mist, but this is actually shadows it pulls from the wearer. While
wearing this ring you gain resistance to radiant damage. Three
This onyx band is in the shape of an arm and hand grasping itself. times per day you can also cast the darkness spell.
Once per day while wearing this ring you can use an action to
cast Bigby’s hand (+5 to attack, save DC 17).
94
SORROWSWORN RING
Ring, legendary (requires attunement)
WAIST ITEMS
Cost: 300,000 GP BACKBONE BELT
Wondrous item, rare (requires attunement)
This ring is made from the bones and teeth of multiple
Cost: 4,125 GP
sorrowsworn, embodiments of negative emotions within the
Shadowfell. While wearing this ring durring a long rest, you can This leather belt adorned with animal bones helps to protect you
choose to gain one of the following benefits. The benefit lasts when you are defending yourself. While wearing this belt when
until your next long rest. you take the Dodge action, you have advantage on Constitution
The Angry. Whenever you take damage from a creature, you and Dexterity saving throws until the start of your next turn.
have advantage on melee attack rolls against that creature and
you deal an additional 1d12 psychic damage with melee attacks BALDRIC OF TACTICAL POSITIONING
against them until the end of your next turn. Wondrous item, rare (requires attunement)
The Hungry Whenever a creature you can see regains hit Cost: 4,900 GP
95
BELT OF FITNESS BELT OF VITALITY
Wondrous item, rare (requires attunement) Wondrous item, legendary (requires attunement)
Cost: 3,450 GP Cost: 249,750 GP
This champion’s belt allows you to use the endurance of your Made of dragonskin, the enchantments on this thin belt helps to
body rather than its strength in a pinch. Twice per day while keep you from bleeding out. While wearing this belt you only
wearing this belt when you are forced to make a Strength saving require 2 successful death saving throws to stabilize.
throw, you can make a Constitution saving throw instead.
CENTERING CINCTURE
BELT OF RECOVERY Wondrous item, rare (requires attunement)
Wondrous item, rare (requires attunement) Cost: 3,000 GP
Cost: 4,250 GP
This simple sash can be used to help boost your body’s natural
After taking a grievous blow, this belt looks to keep you alive defenses when needed. Three times per day while wearing this
long enough to recover. Three times per day while wearing this belt you can use a reaction to gain advantage on a Constitution
belt when you are hit with a critical attack, you can use a reaction saving throw.
after taking the damage to gain a +3 bonus to your AC and saving
CINCTURE OF THE DRAGON SPIRIT
throws until the end of your next turn.
Wondrous item, rare (requires attunement)
BELT OF RESILIENCE Cost: 3,600 GP
Wondrous item, uncommon
This dragonhide belt lets you use your overwhelming strength
Cost: 175 GP
rather than your personality to avoid consequences. Twice per
Wearers of these belts tend to survive more often when in need of day while wearing this belt, when you are forced to make a
assistance. While wearing this belt other creature’s Wisdom Charisma saving throw you can make a Strength saving throw
(Medicine) checks made on you are made with advantage. instead.
Typically worn by pit fighters, this belt makes your fists pack a Healing provided to anyone wearing this damask cord can go
much harder punch. While wearing this belt your improvised above and beyond what is typically expected of the body. While
melee and unarmed attacks are made as if you were wielding a wearing this cord whenever you receive healing that goes above
club. your maximum hit points, you can keep the additional hit points
as temporary hit points until your next short or long rest.
BELT OF VIM
Wondrous item, rare (requires attunement) CINGULUM OF COMBAT RUSHING
Cost: 3,400 GP Wondrous item, rare (requires attunement)
Cost: 4,000 GP
This wide belt helps you feel more hearty and healthy. While
wearing this belt you have advantage on Constitution saving This belt is highly decorated and allows the wearer to push and
throws. throw foes in combat. While wearing this belt you are able to
move through hostile creature’s spaces regardless of size
category. You do not consider them to be difficult terrain when
moving. You cannot end your turn in another creature’s space.
96
CONTORTIONIST’S CORD GIRDLE OF THE DRAGON
Wondrous item, rare Wondrous item, rare (requires attunement)
Cost: 1,400 GP Cost: 4,750 GP
Made from an entire snake biting its own tail, this belt allows you It is said that this girdle contains the spirit of a young dragon that
to move quickly even when moving in tight spaces. While can be unleashed upon a foe. While wearing this belt you gain
wearing this belt you can move at normal speed while squeezing advantage on Constitution saving throws. Once per day when you
into tight spaces, and you don’t suffer from disadvantage on hit a creature with a melee attack, you can use a reaction to have
attack rolls and Dexterity saving throws while doing so. the dragon spirit rise up and try to grapple the target. The target
must make a DC 16 Strength saving throw. On a failed save, they
CORD OF DIVINE FAVOR
take 2d6 slashing damage and are grappled by the dragon spirit.
Wondrous item, very rare (requires attunement by a bard, cleric,
ranger, or paladin)
GIRDLE OF THE OXEN
Cost: 36,500 GP
Wondrous item, rare
Cost: 1,000 GP
Often used by combat medics, wearing this belt allows you to
focus on healing others while you also recover. While wearing
Wearing this belt grants you oxen like strength when pushing
this cord whenever you cast a spell that heals another creatures
around others. While wearing this belt when you shove a
hit points, you also regain hit points equal to your spell casting
creature, you can shove them an additional 5 feet.
modifier.
This woven silk cord lets you prepare your body for damage by Carved from an umber hulk, wearing this belt allows you to move
providing you with insight. While wearing this cord at the end of like the underground creature. Once per day while wearing this
a long rest you can expend any roll any number of hit dice and belt you can transform your arms to that of an umber hulk for 1
gain temporary hit points equal to the hit die results. hour. While holding nothing in your hands, you gain a burrowing
speed equal to half your movement speed in dirt, and 1/4 your
movement speed in solid stone.
CORD OF FORESIGHT
Wondrous item, very rare (requires attunement)
GOLIATH’S BELT
Cost: 45,650 GP
Wondrous item, rare (requires attunement)
This woven silk cord lets you prepare your body for damage by Cost: 4,000 GP
providing you with insight. While wearing this cord at the end of
This hide belt was crafted to grant any person the power of a
a long rest you can expend any roll any number of hit dice and
goliath. While wearing this belt you are considered 1 size
gain temporary hit points equal to the hit die results.
category larger for the purposes of carry weight, grappling, and
shoving. You also have advantage on Strength (Athletics) checks
made to grapple and shove.
97
HEALER’S SASH ROPE OF SECRET FIGHTING
Wondrous item, rare (requires attunement) Wondrous item, rare (requires attunement)
Cost: 3,975 GP Cost: 4,100 GP
This white wrap allows anyone to become a healer for a limited This rope is frayed and damaged, but has secret enchantments on
time. This sash has 3 charges, and regains 1 charge at dawn. it to allow the wearer to fight on their back as if they were
While wearing this sash you can use an action to expend a charge standing. While wearing this belt attacks against you while prone
and cast cure wounds (Wisdom or Charisma is the spell casting do not have advantage and you do not have disadvantage on
modifier for this spell) attacks while prone.
This leather harness made from mule hide is enchanted to make This braided silk sash has a secondary purpose beyond looking
sure your back can handle heavier loads. While wearing this stylish. As a bonus action, you can speak a command word to
harness, you are considered one size category larger for carrying turn the belt into a rope of entanglement, or back into a braided
capacity. silk sash.
Thought to be crafted by the gith in order to hunt down the mind This belt features a large enchanted metal plate on the front, and
flayers, this belt cords enchanted runes glow in the presence of helps protect you when called upon. Once per day while wearing
other-worldly creatures. While wearing this cord you deal an this belt you can use a reaction to cast shield.
additional 1d8 damage against aberrations-type creatures. You
also gain a +2 bonus to your AC, Wisdom saving throws, and STALWART BELT
Charisma saving throws against effects and attacks by Wondrous item, uncommon (requires attunement)
aberrations. Cost: 350 GP
REINFORCING BELT The enchantments of this belt help to invigorate your body
whenever you deal a massive strike against a foe. While wearing
Wondrous item, rare (requires attunement)
this belt whenever you score a critical hit on a creature, you gain
Cost: 4,450 GP
temporary hit points equal to your Constitution modifier
The belt is enchanted to reinforce your body against damage in (minimum of +1) until your next short or long rest.
the most dire of situations. While wearing this belt attacks against
you while you are unconscious do not deal critical damage and SURVIVOR’S BELT
only count towards one failed death saving throw. Wondrous item, rare (requires attunement)
Cost: 3,500 GP
ROUGE’S BELT
This belt has kept many adventurers alive to tell the tale of their
Wondrous item, rare (requires attunement)
failures. Three times per day while wearing this belt you have
Cost: 3,500 GP
advantage on death saving throws.
The design and enchantments of this belt were created with the
intention of helping you escape. While wearing this belt you can
attempt to escape a grapple or restraint as a bonus action rather
than a standard action.
98
SWIMTIDE HARNESS
Wondrous item, rare
WONDEROUS ITEMS
T
Cost: 1,500 GP
hese items fall under any items that don’t have a specific
This blue oilskin straps have kept more than one sea captain alive category that don’t require attunement in order use.
when their ships were claimed by the sea. While wearing this belt
the amount of time you can hold your breath underwater is
doubled and you have advantage on Strength (Athletics) checks
made to swim.
BOWL OF PURITY
Wondrous item, uncommon
This belt is made from many different animals, and is enchanted placed into this 1-foot-wide bowl is affected by the purify food
to give you the power of a charging beast. While wearing this and drink spell after 1 minute.
belt whenever you take a Dash action, you can add +1d6 to your
damage rolls until the end of your next turn.
BRIDLE OF CONJURATION
Wondrous item, uncommon
This dark velvet sash is enchanted to grant you lightning fast this bridle and concentrating for 10 minutes, you can cast find
reaction speed to a mortal wound, though what you do with it is steed, with the creature filling the bridle.
up to you. Once per day while wearing this sash whenever you
are reduced to 0 hit points, you can immediately use an reaction
CHARM OF ABUNDANT ACTION
Wondrous item, legendary
to make a single attack or cast a spell.
Cost: 250,000 GP
VIPER BELT
While this metal charm seems ordinary, it allows anyone to use
Wondrous item, uncommon (requires attunement)
the famous abilities of a well-trained fighter. Once per day while
Cost: 370 GP
holding this metal charm, you can use Action Surge even if you
This snakeskin belt helps to protect its wearer from venom. don’t have a level in fighter.
99
CHIME OF WARDING DEATH RATTLE
Wondrous item, rare Wondrous item, rare
Cost: 2,500 GP Cost: 1,250 GP
This golden chime produces a clear tone that creates a protective This blackened gourd is filled with enchanted bone shards and is
force. Once per day as an action, you can strike this chime to used to increase the power of dark and powerful spells. Once per
activate its effects. You create a 10-foot radius of shimmering air day you can use a bonus action to shake the rattle. All friendly
centered on you that lasts 1 hour. Any creature that attempts to creatures within 30 feet of you who hear the rattle gain a +3
enter the area must make a DC 17 Wisdom saving throw, or be bonus to attack and damage rolls made with necromancy spells
unable to enter the area for the duration of the effect. Attacks and and attacks that deal necrotic damage until the end of your next
spells pass normally through this area. The area is stationary and turn.
does not move with you or the chime.
DIAMOND SCABBARD
CRYSTAL BALL OF SPYING Wondrous item, legendary
Wondrous item, very rare Cost: 125,000 GP
Cost: 22,000 GP
This gold scabbard is covered in enchanted diamonds that hones
This crystal ball was created with the intention of assisting the any blade drawn from it to a fine edge. This scabbard resizes to
spying on of foes. When this item is used as a spell focus for the fit any blade that is put into the scabbard. Non-magical blades
scrying spell, if you choose to target a creature, the targeted drawn from the scabbard never have to be sharpened after being
creature suffers disadvantage on the Wisdom saving throw returned to the scabbard. After drawing your blade from this
against the spell. scabbard the first time your weapon does damage, it deals an
additional 3 dice worth of damage. The weapon must be sheathed
DARKSKULL in the scabbard for at least 24 hours to gain this effect.
Wondrous item, rare
Cost: 2,000 GP DRUM OF PANIC
Wondrous item, rare
This onyx skull fits perfectly in the palm of your hand. Once per Cost: 1,500 GP
day while holding this skull, you can use a bonus action to cause
all light sources within 50 feet of you to only produce dim light This wooden drum is covered with gnoll skin leather and boosts
for 1 minute. Any light source that enters the area after the skull the power of fear. Once per day,you can use a bonus action to
is used functions normally. strike the drum. All hostile creatures within 30 feet of you who
hear the drum suffer disadvantage on saving throws made against
DEADBLAST BONE being frightened until the end of your next turn
Wondrous item, legendary
Cost: 100,000 GP DUST OF ARCANE INSIGHT
Wondrous item, rare
Formed from the rune carved bones of a dead celestial, this bone
Cost: 2,000 GP
can be used in order to create a huge force of energy detrimental
to undead. Once per day while holding this bone, you can use an This pouch of metallic dust reveals magic and settles into arcane
action to invoke the power of the deadblast bone. A wave of holy runes of items. A pouch of this dust contains 3 uses. As an action
energy emanates from your location outward in a 25-foot radius. you can toss a pinch onto an object or a 10-foot-square area. The
All undead creatures hit with the energy wave must make a DC dust will cause magical items and magical effects to glow as if
21 Wisdom saving throw. On a failed save, the creature is with detect magic. The effect lasts one minute. You still require
stunned until the end of your next turn, or until they take damage. an Intelligence (Arcana) check to determine the specific magical
effect or what school of magic the effect is. This pouch regains
one use each week.
100
DUST OF BANISHMENT DUST OF DISENCHANTMENT
Wondrous item, very rare Wondrous item, very rare
Cost: 23,000 GP Cost: 18,500 GP
This red pouch contains a rust-like dust that banishes foes to a This pouch of silvery dust can be used to suppress magic. A
fiery dimension. A pouch of this dust contains 3 uses. As an pouch of this dust contains 3 uses. As an action you can toss a
action you can toss a pinch onto a creature. The creature must pinch onto an object or a 10-foot-square area. The dust will cause
make a DC 19 Charisma saving throw. On a failed save, they are magical items and magical effects to become nonmagical as if
teleported to volcanic corner of the Elemental Chaos where they with dispel magic for 1 minute. For spells of 4th level or higher,
take 2d6 fire damage at the start of their turn. At the end of their make an Intelligence (Arcana) check for the save DC. For
turn, they repeat the save until they are successful or 1 minute magical items of very rare or higher quality, the Save DC is listed
passes. Afterwards, they reappear in the original location where below for the Intelligence (Arcana) check.
they were teleported from or the closest unoccupied space. This Very Rare: Save DC 17
pouch regains one each week Legendary: Save DC 21
Artifact: Cannot be dispelled
DUST OF CREATION The effect lasts one minute. This pouch regains one use after
Wondrous item, legendary one week.
Cost: 100,000 GP
This bottle of gold sand seems to slowly refill over time, and
when tossed into the air can create objects out of thin air. This
bottle contains 3 uses. As an action you can toss the gold dust
into the air and the dust settles to form an object of the creator’s
choice. The object must be nonmagical, weigh less than 25
pounds, and cost less than 500 gold. The object functions
normally, and can be determined to have been created magically
with a DC 20 Intelligence (Arcana) check. The object lasts 24
hours or until you turn it back to dust as a bonus action. The dust
can be recollected into the bottle. Any dust that is not recollected EARTHBIND LODESTONE
within 1 hour turns into regular sand. The bottle regains any lost Wondrous item, legendary
A round and flat metallic stone with a singular rune on the front,
this stone holds untold power despite its simple appearance. As
an action you can throw this stone onto the ground within 20 feet
of you. When the stone touches the ground, it creates a 20-foot-
radius wide and 100-foot-tall cylinder of powerful transmutation
magic. Any creature that is flying or hovering must succeed on a
DC 23 Strength saving throw or be affected by
the earthbind spell while in the area of effect. The effects of the
earthbind also apply to hovering creatures, and they can no
longer hover while in the area. This effect lasts for 1 minute or
until the stone is picked up. It can’t be used again until the
following dawn.
101
ENCHANTED REINS creatures outside of the area of effect. Sounds made by creatures
Wondrous item, uncommon in the area of effect are also suppressed to those outside of the
Cost: 200 GP effect. Other senses, like movement and smell are detected
normally. The candle burns for a total of 8 hours, or until a
These silver and black leather reins help you to understand and
creature within the area of effect attacks, after which the candle is
control almost any mount. These reins adjust to fit any Small,
immediately extinguished
Medium, or Large creature, and grant you advantage on Wisdom
(Animal Handling) checks made to handle and communicate with
ETERNAL CHALK
the animal.
Wondrous item, uncommon
Cost: 150 GP
ENDLESS CANTEEN
Wondrous item, rare This short stick of chalk has many uses, from vandalism to
Cost: 1,500 GP exploration. This stick of chalk never breaks or wears down from
normal use. Any writing made with the eternal chalk cannot be
This canteen was developed to be a less powerful, but
erased by anyone except the original artist or author for one
nonetheless useful, version of the decanter of endless water. As
week, or until a dispel magic or similar spell is cast. The eternal
an action you can remove the stopper of the endless canteen.
chalk can be created in any color.
When you do, the canteen fills with 1 pint of cool, clean water.
Any water that has not been consumed within 1 hour of its
EXODUS KNIFE
creation disappears. The endless canteen can only ever create 1
Wondrous item, very rare
pint of water at a time.
Cost: 20,000 GP
ENDLESS QUIVER This extremely thin silver blade seems to cut through any solid
Wondrous item, rare surface. Once per day as an action you can use the blade of this
Cost: 1,750 GP knife to cut a doorway into any solid surface. When you do, the
doorway opens to an empty extradimensional stone space that is
Elven nature in design, this quiver will always contain the ammo
20 cubic feet. Creatures within the space can breathe normally.
that you need for your weapon. This quiver always appears to be
While the door is open, anyone can enter, see into, or affect the
empty upon first inspection. However, whenever you go to reach
extra dimensional space. Only creatures within the space can
for an arrow or bolt (whichever is appropriate for your weapon),
open and close the door. Once the door is closed, the door is
it will magically create one ammunition. Any ammunition that is
invisible to creatures outside of the space. Creatures inside of the
used from the Endless Quiver turns to dust 1 minute after being
space can see outside as if the door is open. Creatures outside of
fired, and any unfired ammunition will turn to dust after 1 hour.
the space cannot effect creatures inside of the space once the door
This quiver can only ever create 1 ammunition at a time, and
is closed. The extra dimensional space lasts 8 hours, and any
when attempting to create a second bolt or arrow, the previous
creatures or objects inside the space once the effect ends are
one turns to dust.
ejected to the closest unoccupied space to the door as possible.
ENSHROUDING CANDLE
FLYING HOOK
Wondrous item, rare
Wondrous item, very rare
Cost: 2,500 GP
Cost: 20,000 GP
102
can support up to 3,000 pounds thanks to the enchantments of its
creation. The arcane nature of the rope prevents it from being tied
or knotted in any way. As a bonus action, you can speak the
GOLDEN SPADE
command word again to cause the hook to detach, the rope to
Wondrous item, rare
disappear, and the hook to fly back into your hands.
Cost: 750 GP
FOE STONE A magic shovel than can move away most loose material to
Wondrous item, rare
create a trench with ease. While holding this shove, you can use
Cost: 1,750 GP
an action to target loose material such as dirt, sand or ice within 5
feet of you. If you target an area of loose material, you can
This arrow-shaped stone is attached to a chain, and can be used to
instantaneously excavate it, move it along the ground, and
point out a creature’s weaknesses. Once per day you can use a
deposit it up to 5 feet away. This movement doesn’t have enough
bonus action to point the foe stone to a creature. When you do,
force to cause damage.
you learn the creature’s vulnerabilities, as well as the lowest
ability score of the creature.
HARMONIOUS HARP
Wondrous item, rare
FRAGRANCE OF AUTHORITY
Cost: 1,250 GP
Wondrous item, rare
Cost: 2,125 GP
This beautiful looking harp produces clear and wonderful tones
that can cut clear through the negative effects on the minds of
A perfume bottle often used by noble women, this perfume
your allies. Once per day you can use an action to strum the harp,
occasionally refills itself and offers a subtle smell that helps to
creating a perfect tone within a 50-foot radius around you. Any
influence others. As a bonus action you can apply this perfume to
friendly creatures who hear the tone that are charmed or
yourself or a creature, which lasts 1 hour. While wearing this
frightened can make a saving throw against the original DC of
perfume, you gain advantage on all Charisma checks. This bottle
the effect that caused the condition to attempt to end it.
regains a single use after 1 week.
103
HORN OF UNDEAD ENMITY JAR OF STEAM
Wondrous item, very rare Wondrous item, rare
Cost: 20,500 GP Cost: 1,750 GP
A horn made from enchanted bone, the haunting sounds from this This clay jar is warm to the touch, and contains an endless supply
horn can turn undead against one another. Once per day as an of scalding steam. As an action you can open the jar to cause hot
action you can blow this horn to cause a haunting sound to steam to burst from it, filling a 10-foot radius in front of the jar
emanate from the horn within a 25 foot radius around you. All instantly. The steam lightly obscures any creatures that are
undead creatures within range must make a DC 18 Wisdom behind or inside of the cloud of steam. Any creature that ends
saving throw. On a failed save, they are charmed by you for 1 their turn in the steam takes 1d4 fire damage from the burning
minute, or until they take damage. A creature may repeat the steam. The cloud persists as long as the jar is open. Closing the
saving throw at the end of each of their turns, ending the effect on bottle requires you to speak its command word as an action. Once
themselves on a success, allowing them to repeat the saving the jar is closed the cloud disperses after 5 minutes. A moderate
throw. wind (11 to 20 miles per hour) can also disperse the smoke after
1 minute, and a strong wind (21 or more miles per hour) can do
HUNTER’S FLINT so after 1 round.
Wondrous item, uncommon
Cost: 215 GP LAMP OF DISCERNING
Wondrous item, rare
This flint stone is carved with runes that make campfires much
Cost: 2,500 GP
more stealthy. As an action you can use this flint to light a
campfire. Campfires created with this stone burn without making This normal looking lantern never runs out of oil and helps to
sounds or smoke. Light created by this campfire is invisible to keep a look out for those in its light. This hooded lantern
creatures outside of a 25-foot radius of the fire itself. The fire functions normally, but does not require oil or refilling. Any
lasts 12 hour without additional fuel, or until it is extinguished creature who is touched by the light created by this lantern gains
normally. The flint can be used to light other fires as well, but advantage on Wisdom (Perception) and Intelligence
only campfires gain these effects. (Investigation) checks
INSTANT CAMPSITE
Wondrous item, uncommon
Cost: 250 GP
104
MIRROR OF OPPOSITION
LENS OF READING Wondrous item, legendary
Cost: 1,800 GP
This ornate silver hand mirror has the ability to show a world
This glass lens has faint runes on it that help to translate any text where alliances are flipped. Once per day as an action you can
that is seen through it. Three times per day as a bonus action you hold the mirror up to show the reflection of a creature within 25
can speak a command word to cause the lens to activate. For 1 feet of you. The targeted creature must make a DC 20 Charisma
hour, you can read any text through the lens as if you were under saving throw. On a failed save, they are charmed by you. You
the effects of comprehend languages. may give them a command, which they will carry out to the best
of their ability. The charm effect lasts 5 minutes, or until they
take damage, which allows them to repeat the saving throw.
MUMMIFIED HAND
Wondrous item, legendary
Cost: 150,000 GP
PHANTOM SOLDIER
Wondrous item, rare
Cost: 1,250 GP
This tiny stone statue is in the shape of a soldier and can be used
to summon an illusion fighter. Once per day while you are
MAP OF ORIENTEERING
holding this statue, you can use an action to summon an image of
Wondrous item, very rare
a soldier in plate mail within 5 feet of you. The soldier only
Cost: 15,000 GP
moves when commanded with a bonus action. The soldier has 1
This sheet of parchment unfolds to reveal a map of the area that hit point, and shares your AC and saving throws. The illusion
you have explored already. As long as this map is open this map remains until it is destroyed or until 5 minutes passes.
105
POUCH OF FROZEN PASSAGE POWER JEWEL
Wondrous item, rare Wondrous item, rare
Cost: 1,900 GP Cost: 2,500 GP
This pouch seems to be constantly cold and contains a fine This red dodecahedron gem has the ability to regain spells for
crystal like powder. This pouch contains 3 uses, and regains 1 use those who need it. While holding this gem, you can regain the use
after one week. As an action you can take a pinch of the dust and of a 1st-level spell slot. Each power jewel can only be used once
throw it out onto a nonmoving liquid surface, such as water or per day, and a person can only gain the benefits of one such jewel
lava. The surface of the liquid freezes over the course of 2 per day.
minutes to cover a 100-foot contiguous area. The surface is
considered solid, and lasts 4 hours, or until destroyed. The RESTFUL BEDROLL
surface can hold up to 2000 pounds without breaking, thanks to Wondrous item, uncommon
the magical nature of the powder. Cost: 175 GP
POUCH OF PLATINUM This bedroll is made from the highest quality material, and is
enchanted to be even more comfortable. When you take a long
Wondrous item, rare
rest using this bedroll, you gain +1d6 temporary hit points until
Cost: 1,250 GP
your next short or long rest.
This platinum sewn pouch is a must have for any trader or
adventurer. Any coins or gemstones placed into this pouch are RUBY SCABBARD
converted into their equal value of platinum coins. Coins or gems Wondrous item, rare
that can’t be converted evenly are unchanged. Cost: 2,000 GP
Simple in design and looks, these pouches share a single Cost: 17,500 GP
106
level of exhaustion due to the amount of physical energy SHROUD OF REVIVAL
converted to arcane. Wondrous item, rare
Cost: 1250 GP
SAPPHIRE SCABBARD
This shroud appears to be made of glossy, ghost-like material that
Wondrous item, very rare
hardens to enchanted adamantine texture when laid upon a dying
Cost: 18,500 GP
creature. When this Medium shroud is placed on top of a dying
This silver scabbard is covered in enchanted sapphires that hone creature, the creature under the shroud does not suffer from
any blade drawn from it to a fine edge. This scabbard resizes to critical strikes, only takes one death saving throw failure when
fit any blade that is put into the scabbard. Nonmagical blades hit, and has advantage on death saving throws. This effect lasts
drawn from the scabbard never have to be sharpened after being until the creature stabilizes, dies, or the shroud is removed. A
returned to the scabbard. After drawing your blade from this creature larger than Medium cannot benefit from this shroud’s
scabbard, the first time your weapon does damage, it deals an effects.
This leather scabbard is covered in holy runes that cover the be applied to any set of tools that are not already magical in
weapon inside with holy light. This scabbard resizes to fit any nature. When these tools are used they make no noise, and grant
blade that is put into the scabbard. Nonmagical blades drawn advantage on Dexterity (Stealth) checks made for using these
from the scabbard never have to be sharpened after being tools without being noticed.
weapon must be sheathed in the scabbard for at least 24 hours to Cost: 23,000 GP
suffer from critical strikes, and only takes one death saving throw Cost: 20,000 GP
when hit. This effect lasts until the creature stabilizes, dies, or the
This crystal was created as a part of a set in order to help boost a
shroud is removed. A creature larger than Medium cannot benefit
legendary warrior in combat. This blue-green crystal was used to
from this shroud’s effects.
further push a powerful strike. While this crystal charm is
attached to your weapon, when you roll a critical hit against a
creature, you can use a bonus action to make a second single
weapon attack against them. You can only gain the benefit of a
single solitaire crystal per day.
107
SOLITAIRE (CERULEAN) SPYMASTERS QUILL
Wondrous item, legendary Wondrous item, rare
Cost: 130,000 GP Cost: 750 GP
This crystal was created as a part of a set in order to help boost a This ornate quill has the ability to copy and rewrite any writing
legendary warrior in combat, to make sure you were well that is presented to it. As an action, you can set the quill down on
protected after a powerful strike. While this crystal charm is a single page of parchment. The quill will record all images and
attached to your weapon, when you roll a critical hit against a text on the page, which can be reproduced later with a blank
creature, you gain immunity to all conditions until the start of parchment as an action. The quill can only record one page at a
your next turn. You can only gain the benefit of a single solitaire time, and loses any previous recording when a new one is
crystal per day. recorded. The new reproduction will always be done in ink,
regardless of the original source material. This quill can copy
SOLITAIRE (CINNABAR) runes, but not the magical properties of those runes. As such, it
Wondrous item, rare cannot copy spell scrolls or spells from a spell-book without
Cost: 2,000 GP spending the component costs to add the magical effects.
This crystal was created as a part of a set in order to help boost a STYLUS OF THE TRANSLATOR
legendary warrior in combat, and to shake off any effects after a
Wondrous item, rare
powerful strike. While this crystal charm is attached to your
Cost: 750 GP
weapon, when you roll a critical hit against a creature, you gain a
+2 bonus to all saving throws until the start of your next turn. This writing pen is often carried by ambassadors who want to
You can only gain the benefit of a single solitaire crystal per day. make sure their work can be understood. Whenever you use the
pen to write in a language, the words that are written are
SOLITAIRE (CITRINE) automatically translated into another language, which is chosen at
Wondrous item, very rare the pen's creation. You must be fluent in the language you are
Cost: 20,000 GP writing in order for a translation to be created.
This crystal was created as a part of a set in order to help boost a TALISMAN OF FORTUNE
legendary warrior in combat, and gives its owner a chance to Wondrous item, legendary
recover from damage after a powerful strike. While this crystal Cost: 177,750 GP
charm is attached to your weapon, when you score a critical hit
against a creature, you can expend the use of any amount of hit This gold talisman requires good luck in order to call upon its
dice to regain hit points. You can only gain the benefit of a more favorable abilities. While holding this charm, you can use a
single solitaire crystal per day. bonus action to call upon its power once per day. When you do,
roll a d20 to determine the result of calling upon this charm:
SOLITAIRE (VIOLET) 1-9: You take 2d10 necrotic damage that can’t be reduced in
Wondrous item, legendary any way. You regain the use of a 1st-level spell slot.
Cost: 130,000 GP 10-19: Roll 1d6. You regain the use of a spell slot level equal
to the result of the dice roll.
This crystal was created as a part of a set in order to help boost a
20: Same result of 10-19, but you regain the ability to use
legendary warrior in combat, and provides its user with more
the talisman of fortune again that day.
actions after a powerful strike. While this crystal charm is
attached to your weapon, when you roll a critical hit against a
creature, gain the use of an additional bonus action on this turn.
You can only gain the benefit of a single solitaire crystal per day.
108
UNFETTERED THIEVES’ TOOLS BATTLE STANDARD OF HONOR
Wondrous item, rare Battle standard, uncommon
Cost: 1,300 GP Cost: 240 GP
This set of tools has been enchanted in order to assist with the This blood red battle standard weakens the resolve of those who
dismantling of traps specifically, though they still remain useful would stand against you. As an action, you can plant the standard
for other nefarious means. This set of thieves’ tools gains into the ground or remove it. When the standard is planted, it
advantage when attempting to disarm traps. As a bonus action, creates a 25-foot radius aura centered on the flag. The aura lasts
you can make a check with this set of tools on an object that is up one hour, or until the standard is removed. Once the effect ends,
to 30 feet away, as the tools can float and can react as if you were it cannot be used again until the next dawn. When the standard is
holding them normally. The tools return to your hands once the planted, the aura has the following effect:
check is completed if they are able. Whenever a creature within the aura attacks another creature,
the creature is marked by the attacker. If the attacker targets a
WATCHFUL RUBY EYE creature other than their marked creature, they suffer
Wondrous item, rare disadvantage on their attack roll.
Cost: 2,000 GP
BATTLE STANDARD OF MIGHT
This red ruby is set in gold and silver bands that form the shape
Battle standard, uncommon
of an eye. While holding this gem while casting the glyph of
Cost: 200 GP
warding spell, your glyph gains the effect of a message spell
when triggered as well as its other effects you determined when A battle standard marked with runes of power to help empower
casting the spell. your allies. As an action, you can plant the standard into the
ground or remove it. When the standard is planted, it creates a
BATTLE STANDARDS
25-foot radius aura centered on the flag. The aura lasts one hour,
or until the standard is removed. Once the effect ends, it cannot
T
be used again until the next dawn. When the standard is planted,
hese special magic items are flags that when planted the aura has the following effect:
into the ground offer friendly creatures around it a Allied creatures making attacks against creatures within the
buff, helping to add a bit of unity and flare to the aura gain a +1d4 bonus to damage rolls.
109
BATTLE STANDARD OF TACTICS
Battle standard, legendary
Cost: 150,000 GP
110
OTHER CONSUMABLES GLOWSTONE
Consumable, rare
T
Cost: 1,000 GP
hese are one time use magical items that are consumed
once used, sometimes literally. They don’t fit neatly A palm-sized stone that, when thrown, creates a large burst of
under the other categories of magical items, so they are light that harms undead. This stone glows with dim light in a 10-
given their own category and section. foot radius unless covered. As an action, you can throw this stone
up to 20 feet away. When the stone hits an object or creature, it
ASTRAL MEAD creates a 10-foot radius burst of bright light as it shatters. Any
Consumable, legendary
undead creature that has vulnerability to radiant damage must
Cost: 60,000 GP
make a DC 16 Wisdom saving throw. On a failed save, they are
stunned until the end of their next turn.
The mead contains a sparkling and sweet taste, and seems to
rejuvenate the body when drunk. A single flask of astral
LIFESHROUD
meadweighs half a pound and provides enough sustenance for a
Consumable, uncommon
full day’s worth of food and water. When consumed, you gain a
Cost: 150 GP
+3 bonus to Constitution saving throws and regain an additional
1d8 hit points whenever you heal until your next long rest. These enchanted linens helps protect a corpse from decomposing
and being raised as an undead. When a corpse is wrapped in these
FEYBREAD BISCUIT linens, they do not decay, and are unable to become an undead.
Consumable, very rare
Any undead that tries to touch the linens must make a DC 15
Cost: 6,000 GP
Wisdom saving throw, or be unable to touch the linens for 24
hours. Once wrapped around a body, the shroud turns to dust
Made from grain that is found in the Feywild, this biscuit is both
after 1 week.
filling and tasty. A single feybread biscuit weighs one-tenth of a
pound and provides enough sustenance for a full day’s worth of
NAIL OF SEALING
food. When consumed, you gain advantage on Constitution
Consumable, uncommon
saving throws, and regain an additional 1d6 hit points whenever
Cost: 250 GP
you heal until your next long rest.
A long iron nail that when pushed into a door helps to keep it
GEM OF VALOR sealed with magic. When this nail is pushed into a door, chest or
Consumable, legendary
closable object, that object is considered to be under the effects of
Cost: 50,000 GP
the arcane lock spell. The spell lasts one hour, after which the
nail breaks and the spell ends.
This beautiful sapphire-like gem that has runes that run across
each face. As a bonus action, you can crush them gem in your
hand to gain a benefit. Roll a d20 to determine granted by this
gem.
1-9: You gain a +3 bonus to your AC and Saving throws until
the end of your next turn.
10-19: You gain a +3 bonus to your attack and damage rolls
until the end of your next turn.
20: You gain the benefit of both the 1-9 and the 10-19results.
111
OIL OF FLESH RETURNED VISION SAND
Consumable, rare Consumable, rare
Cost: 1,000 GP Cost: 1,500 GP
This oil is milk white in color, and can restore life to a petrified This crystal sand has been enchanted by those of the church to
creature. As a bonus action you can apply this single use oil to a assist with divination spells. When you use this sand as a
creature to end the petrified condition. If the creatures body is not component for ritually casting the spells detect magic or identify,
whole, the oil will not work. the ritual casting time takes only 5 minutes rather than 10. This
sand is consumed when used in this manner.
STONEMEAL BISCUIT
Consumable, uncommon
Cost: 150 GP
This foul dwarven bread tastes like dirt, but its benefits make
stomaching the food worth it. A single stonemeal biscuitweighs
one-tenth of a pound, and provides enough sustenance for a full
day’s worth of food. When consumed, you gain advantage on
Constitution saving throws and regain an additional +1d4 hit
points whenever you heal until your next long rest.
UNGUENT OF BLINDSIGHT
Consumable, legendary
Cost: 100,000 GP
UNGUENT OF DARKVISION
Consumable, very rare
Cost: 15,000 GP
112
ARTIFICER’S REPLICATE Collar of Recovery Yes
MAGIC ITEMS
Eternal Chalk No
Force Staff Yes
W
Gem of Colloquy Yes
ith your DM’s permission, whenever you have
the Artificer’s Infusion for Replicate Magic Instant Campsite No
Items, you are allowed to choose from the Knife Thrower Gloves Yes
following list of magic items you can replicate
from. The tables will tell you what level Master's Wand of Ray of Frost No
Artificer you must be to make the item as well Master's Wand of Scorching Bolts No
as if the item requires attunement.
Ring of Aquatic Ability Yes
REPLICATE ITEMS (2ND-LEVEL ARTIFICER) Staff of Light Yes
Magic Item Attune? Surefoot Boots Yes
Architect's Staff Yes Viper Belt Yes
Armor of Exploits Yes Wrestlers Gloves No
Battleforged Shield No
Belt of the Brawler No REPLICATE ITEMS (10TH-LEVEL ARTIFICER)
Boots of Adept Charging Yes Magic Item Attune?
Chime of Awakening No Assault Boots No
Circlet of Second Chances Yes Belt of Blood No
Cynic’s Goggles Yes Blink Ring Yes
Flame Bracers Yes Bracers of Infinite Blades Yes
Gloves of Agility Yes Chime of Warding No
Goblin Stompers Yes Cloak of Arachnida Yes
Hedge Wizard Gloves No Endless Canteen No
Master's Wand of Eldritch Blast No Endless Quiver No
Master's Wand of Magic Missile No Eye of Deception Yes
Mnemonic Staff No Faymind Armor Yes
Muleback Harness No Gauntlets of Brilliance Yes
Premonition Ring Yes Giantdodger Armor Yes
Restful Bedroll No Goggles of the Bone Collector Yes
Ring of Arcane Information Yes Magician’s Ring Yes
Silent Tools No Master's Wand of Cloud of Daggers No
Skybound Armor No Precise Wand of Color Spray Yes
Summoned Armor No Recoil Shield Yes
Rushing Cleats Yes
Spell Anchors Yes
REPLICATE ITEMS (6TH-LEVEL ARTIFICER) Staff of Gathering Yes
Magic Item Attune? Steadfast Amulet Yes
Arcanist’s Glasses No Survivor’s Belt Yes
Armor of Cleansing Yes Survivor's Armor No
Belt of Resilience No Utility Staff Yes
Bloodguard Shield Yes
Boots of Stealth No REPLICATE ITEMS (14TH-LEVEL ARTIFICER)
Bowl of Purity No Magic Item Attune?
Bracers of Mental Might No Armor of Starlight Yes
Breaching Armor Yes Bone Ring of Better Fortune Yes
Cloak of the Chirurgeon Yes Boots of Eagerness Yes
113
Boots of Sand and Sea No 13 Bracers of Respite
Centering Cincture Yes 14 Breach Bracers
Cloak of the Cautious Yes 15 Breaching Armor
Coif of Mindiron Yes 16 Breaching Gauntlets
Dust of Arcane Insight No 17 Bridle of Conjuration
Evil Eye Fetish Yes 18 Bridle of Rapid Action
Frost Gauntlets Yes 19 Brooch of No Regrets
Gem of Auditory Recollection No 20 Brooch of Shields
Gloves of Storing No 21 Burning Gauntlets
Headband of Intelligence Yes 22 Circlet of Second Chances
Laurel Circlet Yes 23 Cloak of the Chirurgeon
Pouch of Platinum No 24 Cold Iron Shield
Rat Form Armor Yes 25 Companion’s Defender
Ricochet Shield Yes 26 Counterstrike Guards
Ring of Heroic Insight Yes 27 Crown of Leaves
Sash of Ensnarement No 28 Crystal Armor
Staff of Searing Death Yes 29 Deathstalker Weapon
Storm Gauntlets Yes 30 Desert Rose
Surge Armor Yes 31 Dynamic Weapon
Thunder Wand No 32 Earthroot Staff
Wyrmguard Shield No 33 Enchanted Reins
34 Eternal Chalk
35 Feyleaf Sandals
36 Feyleaf Vambraces
LOOT TABLES 37
38
Fire Beetle Potion
Flame Rose
W
39 Floating Shield
hen you are having a hard time deciding on
what items to give your players, you can always 40 Force Staff
use these loot tables to help decide! These loot
41 Friend’s Gift
tables are organized by theme, and then levels.
42 Gloaming Shroud
43 Goblin Stompers
LEVEL 1-5 RANDOM TABLE (UNCOMMON 44 Heartening Armor
MAGIC ITEMS)
45 Helm of Opportunity
D100 Result 46 Hunter’s Headband
1 Acidic Weapon 47 Imposters Armor
2 Amulet of Physical Resolve 48 Jousting Shield
3 Arcanist’s Glasses 49 Lancing Gloves
4 Armor of Cleansing 50 Luckbender Gloves
5 Armor of Durability 51 Master's Wand of Eldritch Blast
6 Armor of Sacrifice 52 Mercurial Rod
7 Battle Standard of Healing 53 Mind Dust
8 Belt of the Brawler 54 Mithral Shield
9 Bloodguard Shield 55 Opportunistic Weapon
10 Bloodthirst Bracers 56 Orb of Debilitating Languor
11 Boots of Free Movement 57 Orb of Fickle Fate
12 Bracers of Mental Might 58 Orb of Impenetrable Escape
114
59 Orb of Insurmountable Force LEVEL 6-10 RANDOM TABLE (RARE MAGIC
60 Orb of Judicious Conjuration ITEMS)
61 Orb of Sweet Sanctuary D100 Result
62 Orb of Ultimate Imposition 1 Addergrease Armor
63 Parry Gauntlets 2 Amethyst Band of Invisible Eyes
64 Premonition Ring 3 Angelsteel Shield
65 Reckless Weapon 4 Assassins Weapon
66 Reinforcing Armor 5 Assassins Weapon
67 Repulsion Armor 6 Backbone Belt
68 Restful Bedroll 7 Battering Weapon
69 Ring of Adaptation 8 Beastlord Armor
70 Ring of Aquatic Ability 9 Belt of Vim
71 Ring of Arcane Information 10 Blade of Night
72 Ring of Fireblazing 11 Blade of Night
73 Ring of Perfect Grip 12 Bloodshored Shield
74 Ring of Shadow Guard 13 Bloodsoaked Bracers
75 Robe of Scintillation 14 Boots of Furious Speed
76 Rod of Blasting 15 Boots of the Fencing Master
77 Rod of Cursed Honor 16 Bracers of Rejuvenation
78 Rod of the Shadow Walker 17 Bracers of Tactical Blows
79 Saddle of Strength 18 Briarwine Armor
80 Salubrious Armor 19 Bronzewood Weapon
81 Screaming Armor 20 Butterfly Sandals
82 Serpentskin Armor 21 Cat Tabi
83 Shield of Eyes 22 Centering Cincture
84 Shield of the Guardian 23 Chime of Warding
85 Shimmerlight Shield 24 Cincture of the Dragon Spirit
86 Shroud of Protection 25 Cingulum of Combat Rushing
87 Silent Tools 26 Circlet of Mental Onslaught
88 Skull Bracer 27 Cloak of Arachnida
89 Staff of Light 28 Cloak of the Cautious
90 Staff of Ultimate Defense 29 Cloak of the Cautious
91 Stoneskin Robes 30 Cognizance Ring
92 Summoned Armor 31 Cold Iron Weapon
93 Symbol of Dire Fate 32 Controlling Weapon
94 Symbol of Divine Reach 33 Controlling Weapon
95 Symbol of Vengeance 34 Decerebrating Weapon
96 Thieving Weapon 35 Determined Weapon
97 Throwing Shield 36 Dragonscale of Bahamut
98 Vicious Rod 37 Dread Nightshade
99 Whiteflame Armor 38 Drum of Panic
100 Wrestlers Gloves 39 Dwarven Boots
40 Earthbreaker Weapon
41 Elixir of Accuracy
42 Elixir of Fortitude
43 Elixir of Will
115
44 Elukian Clay Armor 90 Scabbard of Sacred Might
45 Elukian Clay Weapon 91 Shadowflow Shield
46 Evil Eye Fetish 92 Shielding Girdle
47 Faymind Armor 93 Skull Mask
48 Feyslaughter Weapon 94 Snipers Weapon
49 Flickersight Armor 95 Solar Armor
50 Foe Stone 96 Spell Anchors
51 Fragrance of Authority 97 Splitting Weapon
52 Gauntlets of Brilliance 98 Staff of Elemental Prowess
53 Ghost Bridle 99 Staff of Searing Death
54 Giantdodger Armor 100 Stag Helm
55 Girdle of the Oxen
56 Gloves of the Healer
LEVEL 11-15 RANDOM TABLE (VERY RARE
57 Goggles of the Bone Collector MAGIC ITEMS)
58 Harmonious Harp
59 Healer’s Brooch D100 Result
116
31 Dust of Banishment 77 Saddle of the Nightmare
32 Dwarfstride Boots 78 Sandals of Arcane Transposition
33 Earthreaver Stompers 79 Sapphire Scabbard
34 Exodus Knife 80 Shadowsteppers
35 Feybread Biscuit 81 Shield of Blocking
36 Flamewrath Cape 82 Skeleton Key
37 Flanker’s Boots 83 Solitaire (Aquamarine)
38 Flanker’s Boots 84 Solitaire (Citrine)
39 Floorfighter Straps 85 Spirit Link Armor
40 Forceful Weapon 86 Staff of Transposition
41 Frostburn Armor 87 Stonewall Shield
42 Girdle of the Umber Hulk 88 Stormbolt Weapon
43 Gloves of Accuracy 89 Striking Staff
44 Gloves of Dimensional Repulsion 90 Symbol of Censure
45 Grimlock Helm 91 Symbol of Sustenance
46 Headband of Insight 92 Symbol of the War Priest
47 Headband of Psychic Attack 93 Thunderbolt Weapon
48 Healing Weapon 94 Tigerclaw Gauntlets
49 Helm of Hidden Horrors 95 Transposing Weapon
50 Impaling Weapon 96 Tymora's Whisper
51 Inquisitor’s Helm 97 Voidcrystal Armor
52 Liar’s Trinket 98 Voidcrystal Weapon
53 Map of Orienteering 99 Withering Weapon
54 Mask of Terror 100 Zealots Armor
55 Mindiron Weapon
56 Moonlight Lavaliere
LEVEL 16-20 TABLE (LEGENDARY MAGIC
57 Oceanstrider Boots ITEMS)
58 Opal Ring of Remembrance
59 Orb of Crimson Commitment D100 Result
1 Airstriders
60 Orb of Karmic Resonance
2 Amulet of Material Darkness
61 Orb of Mighty Retort
3 Amulet of the Unbroken
62 Orb of Weakness Intensified
4 Anklets of Opportunity
63 Quickening Staff
5 Astral Mead
64 Radiant Weapon
6 Backtrack Bindings
65 Reality Cord
7 Battle Standard of Tactics
66 Reliable Staff
8 Battle Standard of the Stalwart
67 Ring of Brotherhood
9 Battle Standard of the Vanguard
68 Ring of Forgetful Touch
10 Belt of Vitality
69 Ring of Personal Gravity
11 Blade of Bahamut
70 Ring of Retreat
12 Bloodtheft Armor
71 Ring of Vigilant Defense
13 Bolstering Armor
72 Robe of Bloodwalking
14 Boots of Teleportation
73 Robe of Defiance
15 Brilliant Energy Weapon
74 Rod of the Bloodthorn
16 Bronze Serpent
75 Rod of the Sorrowsworn
17 Chamber Cloak
76 Rod of Vulnerability
117
18 Charm of Abundant Action 64 Quickening Diadem
55 Moradin's Weapon
118
6 Amulet of Inner Voice 52 Defiant Boots
119
98 Unguent of Blindsight 40 Girdle of the Umber Hulk
120
86 Stormbolt Weapon 28 Decerebrating Weapon
43 Frozen Whetstone
TOTAL CHAOS TABLE 3 (ALL LEVELS, 44 Gauntlets of Brilliance
RANDOMIZED)
45 Gem of Colloquy
121
74 Reckless Weapon 16 Decerebrating Weapon
43 Horn of Summons
TOTAL CHAOS TABLE 4 (ALL LEVELS, 44 Imposters Armor
RANDOMIZED) Ioun Stone (Steadfastness)
45
D100 Result 46 Iron Armbands of Power
122
62 Orb of Mighty Retort UNCOMMON ARMOR
63 Orb of Ultimate Imposition
D20 Result
64 Parry Gauntlets
1 Agile Armor
65 Phrenic Crown
2 Armor of Durability
66 Point Blank Weapon
3 Counterstrike Guards
67 Quickening Staff
4 Direbeast Shield
68 Quickling Boots
5 Floating Shield
69 Radiant Weapon
6 Frozen Armor
70 Razor Bracers
7 Immunizing Armor
71 Reading Spectacles
8 Imposters Armor
72 Reflexive Armor
9 Mountain Shield
73 Ring of Adaptation
10 Reinforcing Armor
74 Ring of Calling
11 Repulsion Armor
75 Ring of Fey Travel
12 Screaming Armor
76 Ring of Retreat
13 Serpentskin Armor
77 Ring of Shadow Guard
14 Shimmerlight Shield
78 Robe of Contingency
15 Skybound Armor
79 Sacrificial Weapon
16 Slick Armor
80 Salve of Power
17 Versatile Armor
81 Serpentskin Armor
18 Verve Armor
82 Shadow Band
19 Veteran's Armor
83 Shimmerlight Shield
20 Whiteflame Armor
84 Skyrender Weapon
15 Quick Weapon
16 Reproachful Weapon
17 Skewering Weapon
18 Subtle Weapon
19 Swiftshot Weapon
20 Vanguard Weapon
123
UNCOMMON SPELLCASTING ITEMS UNCOMMON SPELL FOCI
D20 Result D20 Result
1 Defensive Staff 1 Mercurial Rod
124
RARE WEAPONS RARE WONDROUS ITEMS 2
D20 Result D20 Result
1 Blacksmelt Weapon 1 Belt of Recovery
125
VERY RARE ARMOR VERY RARE WONDROUS ITEMS 1
D20 Result D20 Result
1 Aqueous Armor 1 Baldric of Valor
126
VERY RARE SPELL FOCI LEGENDARY WEAPONS
D20 Result D20 Result
1 Adamantine Rod 1 Blade of Bahamut
2 Bloodiron Rod 2 Brilliant Energy Weapon
3 Orb of Crimson Commitment 3 Ghost Chain Weapon
4 Orb of Karmic Resonance 4 Legendary Weapon
5 Orb of Mighty Retort 5 Luck Lender
6 Orb of Revenant Magic 6 Moradin's Weapon
7 Orb of Weakness Intensified 7 Overreaching Weapon
8 Rod of the Bloodthorn 8 Shadow Spike
9 Rod of the Sorrowsworn 9 Tenacious Weapon
10 Rod of Vulnerability 10 Trespasser's Bane
11 Symbol of Brilliance
12 Symbol of Censure
LEGENDARY WONDROUS ITEMS 1
13 Symbol of Dedication
14 Symbol of Renewal D20 Result
15 Symbol of Sustenance 1 Airstriders
16 Symbol of the War Priest 2 Amulet of Material Darkness
17 Reroll 1d20 3 Backtrack Bindings
18 Reroll 1d20 4 Boots of Teleportation
19 Reroll 1d20 5 Cloak of Autumn’s Child
20 Reroll 1d20 6 Clockwork Cowl
7 Death-Defying Cloak
LEGENDARY ARMOR 8 Defiant Boots
9 Dust of Creation
D8 Result
10 Earthbind Lodestone
1 Bloodtheft Armor
11 Eye of Discernment
2 Bolstering Armor
12 Gorget of Reciprocity
3 Defection Armor
13 Life Charm
4 Reflective Shield
14 Quickening Diadem
5 Shocking Armor
15 Robe of Forbearance
6 Skeletal Armor
16 Sandals of Tymora
7 Soulwarding Armor
17 Solitaire (Violet)
8 Vaporform Armor
18 Talisman of Repulsion
19 Wyrmtouched Amulet
20 Zephyr Boots
127
LEGENDARY WONDROUS ITEMS 2 RANDOM RINGS 1 (ALL LEVELS)
D20 Result D20 Result
1 Amulet of Material Darkness 1 Banquet Ring
15 Ring of Retreat
19 Sorrowsworn Ring
128
MAGIC ITEM TABLES: Coif of Focus Wondrous
Item
Yes
131
Shadowsteppers Wondrous Yes Baldric of Tactical Wondrous Item Yes
Item Positioning
Shield of Blocking Armor Yes Battering Weapon Weapon No
Skeleton Key Wondrous No Beastlord Armor Armor No
Item Belt of Blood Wondrous Item No
Solitaire (Aquamarine) Wondrous No Belt of Endurance Wondrous Item No
Item
Belt of Fitness Wondrous Item Yes
Solitaire (Citrine) Wondrous No
Belt of Recovery Wondrous Item Yes
Item
Belt of Vim Wondrous Item Yes
Spell Shield Armor Yes
Black Cave Pearl Reagent No
Spirit Link Armor Armor Yes
Black Feather of the Raven Holy Symbol Yes
Staff of Corrosion Staff Yes
Queen
Staff of Transposition Staff Yes
Blackshroud Weapon Weapon No
Stalkers Armor Armor Yes
Blacksmelt Weapon Weapon No
Stonewall Shield Armor Yes
Blade of Night Weapon Yes
Stormbolt Weapon Weapon Yes
Blink Ring Ring Yes
Stormlord Armor Armor Yes
Bloodfire Armor Armor Yes
Striking Staff Staff Yes
Bloodiron Armor Armor Yes
Symbol of Brilliance Holy Symbol Yes
Bloodshored Shield Armor Yes
Symbol of Censure Holy Symbol Yes
Bloodsoaked Bracers Wondrous Item Yes
Symbol of Dedication Holy Symbol Yes
Bloodsoaked Shield Armor Yes
Symbol of Renewal Holy Symbol Yes
Bone Ring of Better Fortune Ring Yes
Symbol of Sustenance Holy Symbol Yes
Bone Ring of Preservation Ring Yes
Symbol of the War Priest Holy Symbol Yes
Bonegrim Armor Armor Yes
Thunderbolt Weapon Weapon Yes
Boots of Dancing Wondrous Item No
Tigerclaw Gauntlets Wondrous Yes
Boots of Eagerness Wondrous Item Yes
Item
Boots of Furious Speed Wondrous Item Yes
Transposing Weapon Weapon Yes
Boots of Many Tracks Wondrous Item Yes
Tymora's Whisper Weapon Yes
Boots of Sand and Sea Wondrous Item No
Unguent of Darkvision Consumable No
Boots of the Fencing Master Wondrous Item Yes
Vampiric Gauntlets Wondrous Yes
Item Bracers of Bold Maneuvering Wondrous Item Yes
Venom Gloves Wondrous Yes Bracers of Infinite Blades Wondrous Item Yes
Item Bracers of Rejuvenation Wondrous Item No
Voidcrystal Armor Armor Yes Bracers of Tactical Blows Wondrous Item Yes
Voidcrystal Weapon Weapon Yes Bracers of Wound Closure Wondrous Item Yes
Withering Weapon Weapon Yes Branchrunners Wondrous Item No
Zealots Armor Wondrous Yes Briarwine Armor Armor Yes
Item Bronzewood Weapon Weapon No
RARE ITEMS Butterfly Sandals Wondrous Item No
Item Type Attune? Cat Paws Wondrous Item Yes
Addergrease Armor Armor Yes Cat Tabi Wondrous Item Yes
Amethyst Band of Invisible Ring Yes Caustic Gauntlets Wondrous Item Yes
Eyes
Caustic Whetstone Whetstone No
Angelsteel Shield Armor Yes
Centering Cincture Wondrous Item Yes
Antipathy Gloves Wondrous Item Yes
Chameleon Ring Ring Yes
Armor of Starlight Wondrous Item Yes
Champions Armor Armor Yes
Assassin’s Slippers Wondrous Item Yes
Chime of Warding Wondrous Item No
Assassins Weapon Weapon No
Choker of Eloquence Wondrous Item Yes
Assault Boots Wondrous Item No
Cincture of the Dragon Spirit Wondrous Item Yes
Backbone Belt Wondrous Item Yes
Cingulum of Combat Rushing Wondrous Item Yes
132
Circlet of Indomitability Wondrous Item Yes Flame Drinker Shield Armor Yes
Circlet of Mental Onslaught Wondrous Item Yes Flanking Weapon Weapon Yes
Clasp of Noble Sacrifice Wondrous Item Yes Flickersight Armor Armor Yes
Cloak of Arachnida Wondrous Item Yes Foe Stone Wondrous Item No
Cloak of Distortion Wondrous Item Yes Footpad's Friend Weapon Yes
Cloak of the Cautious Wondrous Item Yes Force Weapon Weapon No
Cloak of the Walking Wondrous Item Yes Fortification Armor Armor Yes
Wounded Fragrance of Authority Wondrous Item No
Cloaked Weapon Weapon No Frost Gauntlets Wondrous Item Yes
Cog of Erathis Holy Symbol Yes Frozen Whetstone Whetstone No
Cognizance Ring Ring Yes Gauntlets of Blinding Strikes Wondrous Item Yes
Coif of Mindiron Wondrous Item Yes Gauntlets of Brilliance Wondrous Item Yes
Cold Iron Bracers Wondrous Item No Gem of Auditory Wondrous Item No
Cold Iron Weapon Weapon Yes Recollection
Contortionist’s Cord Wondrous Item No Ghost Bridle Mount Item Yes
Controlling Weapon Weapon Yes Giantdodger Armor Armor Yes
Crown of Infernal Legacy Wondrous Item Yes Girdle of the Dragon Wondrous Item Yes
Crusader's Weapon Weapon Yes Girdle of the Oxen Wondrous Item No
Cunning Weapon Weapon Yes Gloves of Eldritch Admixture Wondrous Item Yes
Darkskull Wondrous Item No Gloves of Storing Wondrous Item No
Death Rattle Wondrous Item No Gloves of the Bounty Hunter Wondrous Item Yes
Decerebrating Weapon Weapon Yes Gloves of the Healer Wondrous Item Yes
Demonbane Weapon Weapon Yes Glowstone Consumable No
Determined Weapon Weapon Yes Goggles of the Bone Wondrous Item Yes
Diamond Bracers Wondrous Item Yes Collector
Dragonborn Greaves Wondrous Item Yes Golden Spade Wondrous Item No
Dragonscale of Bahamut Holy Symbol Yes Goliath’s Belt Wondrous Item Yes
Dread Nightshade Reagent No Graceful Weapon Weapon No
Dread Weapon Weapon Yes Green Thumbs Wondrous Item Yes
Drum of Panic Wondrous Item No Guardian’s Collar Companion Yes
Item
Dust of Arcane Insight Wondrous Item No
Hand of Azuth Holy Symbol Yes
Dwarven Boots Wondrous Item No
Harmonious Harp Wondrous Item No
Dwarven Thrower Gauntlets Wondrous Item Yes
Headband of Intelligence Wondrous Item Yes
Earthbreaker Weapon Weapon No
Healer’s Brooch Wondrous Item Yes
Elixir of Accuracy Potion No
Healer’s Sash Wondrous Item Yes
Elixir of Fortitude Potion No
Healer’s Shield Armor Yes
Elixir of Reflexes Potion No
Helm of Vigilant Awareness Wondrous Item No
Elixir of Will Potion No
Holy Gauntlets Wondrous Item Yes
Elukian Clay Armor Armor No
Horn of Summons Wondrous Item No
Elukian Clay Weapon Weapon No
Jagged Weapon Weapon No
Endless Canteen Wondrous Item No
Jar of Steam Wondrous Item No
Endless Quiver Wondrous Item No
Kruthik Potion Potion No
Enshrouding Candle Wondrous Item No
Lamp of Discerning Wondrous Item No
Evil Eye Fetish Wondrous Item Yes
Laughing Death Armor Armor Yes
Eye of Deception Wondrous Item Yes
Laurel Circlet Wondrous Item Yes
Face-Stealing Ring Ring Yes
Lens of Discernment Wondrous Item No
Faymind Armor Armor Yes
Lens of Reading Wondrous Item No
Feyslaughter Weapon Weapon No
Lifesapper Rod Rod Yes
Feystep Lacings Wondrous Item Yes
Longshot Gloves Wondrous Item Yes
Fireflower Pendant Wondrous Item Yes
133
Loom Weave Armor Wondrous Item Yes Retribution Weapon Weapon No
Magician’s Ring Ring Yes Ricochet Shield Armor Yes
Manticore Shield Armor Yes Ricochet Weapon Weapon Yes
Martyr’s Saddle Mount Item Yes Ring of Calling Ring Yes
Mask of Silvanus Holy Symbol Yes Ring of Fey Travel Ring Yes
Mask of Slithering Wondrous Item Yes Ring of Heroic Insight Ring Yes
Mauling Weapon Weapon No Ring of Shadow Travel Ring Yes
Medallion of Death Deferred Wondrous Item No Ring of the Dragonborn Ring Yes
Mindiron Vambraces Wondrous Item Yes Emperor
Mirrorsheen Armor Armor Yes Ring of the Spectral Hand Ring Yes
Moon Disk of Sehanine Holy Symbol Yes Rod of Brutality Rod Yes
Moradin's Indestructible Holy Symbol Yes Rod of Feythorns Rod Yes
Anvil Rod of Mindbending Rod Yes
Stone of Tymora Holy Symbol Yes Rod of the Churning Inferno Rod Yes
Oil of Flesh Returned Consumable No Rod of the Feywild Rod Yes
Orb of Augmented Stasis Orb Yes Rod of the Hidden Star Rod Yes
Orb of Crystalline Terror Orb Yes Rod of the Infernal Rod Yes
Orb of Draconic Majesty Orb Yes Rope of Secret Fighting Wondrous Item Yes
Orb of Indefatigable Orb Yes Rouge’s Belt Wondrous Item Yes
Concentration Ruby Scabbard Wondrous Item No
Orb of Inescapable Orb Yes Rushing Cleats Wondrous Item Yes
Consequences
Sash of Ensnarement Wondrous Item No
Orb of Mental Dominion Orb Yes
Scabbard of Sacred Might Wondrous Item No
Orb of Spatial Contortion Orb Yes
Shadow Band Ring Yes
Orb of Sudden Insanity Orb Yes
Shadowflow Shield Armor Yes
Peacemaker’s Periapt Wondrous Item Yes
Shapechanger's Sorrow Weapon No
Pelaurum Shield Armor Yes
Shielding Girdle Wondrous Item Yes
Periapt of Recovery Wondrous Item No
Shroud of Revival Wondrous Item No
Phantom Soldier Wondrous Item No
Skull Mask Wondrous Item Yes
Phrenic Crown Wondrous Item Yes
Skyrender Weapon Weapon Yes
Piercing Weapon Weapon Yes
Snakefang Armor Armor Yes
Polyglot Gem Wondrous Item No
Snipers Weapon Weapon No
Potion of Mimicry Potion No
Solar Armor Armor Yes
Potion of Regeneration Potion No
Solitaire (Cinnabar) Wondrous Item No
Potion of Stormshield Potion No
Spell Anchors Wondrous Item Yes
Potion of Vigor Potion No
Splitting Weapon Weapon No
Pouch of Frozen Passage Wondrous Item No
Spymasters Quill Wondrous Item No
Pouch of Platinum Wondrous Item No
Staff of Acid and Flame Staff Yes
Pouches of Shared Wondrous Item No
Staff of Elemental Prowess Staff Yes
Acquisition
Staff of Gathering Staff Yes
Power Jewel Wondrous Item No
Staff of Searing Death Staff Yes
Precise Wand of Color Spray Wand yes
Stag Helm Wondrous Item Yes
Quickling Boots Wondrous Item No
Star of Corellon Holy Symbol Yes
Rat Form Armor Armor Yes
Star Ruby Ring Ring Yes
Razor Bracers Wondrous Item No
Steadfast Amulet Wondrous Item Yes
Recalling Harness Companion Yes
Steadfast Boots Wondrous Item Yes
Recoil Shield Armor Yes
Steadfast Saddle Mount Item Yes
Reflexive Armor Armor Yes
Storm Gauntlets Wondrous Item Yes
Reinforcing Belt Wondrous Item Yes
Storm Shield Armor Yes
Resilience Amulet Wondrous Item Yes
Stout Weapon Weapon No
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Strikebacks Wondrous Item No Amulet of Resolution Wondrous No
Stylus of the Translator Wondrous Item No Item
Sun Disk of Amuanator Holy Symbol Yes Arcanist’s Glasses Wondrous No
Sure Shot Gloves Wondrous Item Yes Item
Surge Armor Armor Yes Architect's Staff Staff Yes
Survivor’s Belt Wondrous Item Yes Armor of Cleansing Armor Yes
Survivor's Armor Armor No Armor of Durability Armor Yes
Swimtide Harness Wondrous Item No Armor of Exploits Armor Yes
Sword of Tempus Holy Symbol Yes Armor of Sacrifice Armor No
Symbol of Divinity Holy Symbol Yes Battle Standard of Healing Battle Standard No
Symbol of Freedom Holy Symbol Yes
Battle Standard of Honor Battle Standard No
Symbol of Lifebonding Holy Symbol Yes
Battle Standard of Might Battle Standard No
Symbol of Penitence Holy Symbol Yes
Battlecrazed Weapon Weapon Yes
Symbol of Perseverance Holy Symbol Yes
Battleforged Shield Armor No
Symbol of Shielding Holy Symbol Yes
Tauran Shield Armor No Belt of Resilience Wondrous No
Item
Tempest Whetstone Whetstone No
Thornwalker Slippers Wondrous Item Yes Belt of the Brawler Wondrous No
Item
Thoughtstealer Weapon Weapon Yes
Bestial Armor Armor Yes
Thundergod Weapon Weapon Yes
Thunderhead Armor Armor Yes Black Dragon Bile Reagent No
Totemic Belt Wondrous Item Yes Bloodclaw Weapon Weapon No
Transference Weapon Weapon No Bloodcurse Rod Rod Yes
Transposition Harness Companion Yes Bloodguard Shield Armor Yes
Item Bloodthirst Bracers Wondrous Yes
Trauma Bracers Wondrous Item Yes Item
Tumblers Shoes Wondrous Item No Boots of Adept Charging Wondrous Yes
Tyrant Weapon Weapon No Item
Unfettered Thieves’ Tools Wondrous Item No Boots of Equilibrium Wondrous No
Vampiric Weapon Weapon Yes Item
Vision Sand Consumable No Boots of Free Movement Wondrous Yes
War Ring Ring Yes Item
Warlock Bracers Wondrous Item Yes
Warsheath Armor Armor Yes Boots of Quickness Wondrous Item No
Watchful Ruby Eye Wondrous Item No Boots of Stealth Wondrous Item No
Waterbane Weapon Weapon No Bowl of Purity Wondrous Item No
Whetstone of Combustion Whetstone No Bracers of Mental Might Wondrous Item No
Whetstone of Venom Whetstone No Bracers of Respite Wondrous Item Yes
Wildleaf Armor Armor Yes Breach Bracers Wondrous Item Yes
Wyrmguard Shield Armor No Breaching Armor Armor Yes
Breaching Gauntlets Wondrous Item Yes
Bridle of Conjuration Wondrous Item No
UNCOMMON ITEMS
Bridle of Rapid Action Mount Item Yes
Item Type Attune?
Brightleaf Reagent No
Acidic Weapon Weapon Yes
Brooch of No Regrets Wondrous Item No
Agile Armor Armor Yes
Brooch of Shields Wondrous Item Yes
Amulet of Mental Resolve Wondrous Yes
Burning Gauntlets Wondrous Item Yes
Item
Casque of Tactics Wondrous Item Yes
Amulet of Physical Resolve Wondrous Yes
Chime of Awakening Wondrous Item No
Item
Circlet of Second Chances Wondrous Item Yes
135
Cloak of the Chirurgeon Wondrous Item Yes Headband of Perception Wondrous Item Yes
Cold Iron Shield Armor Yes Heartening Armor Armor Yes
Collar of Recovery Wondrous Item Yes Hedge Wizard Gloves Wondrous Item No
Communal Weapon Weapon No Hellfire Wand Wand Yes
Companion’s Defender Companion Yes Helm of Opportunity Wondrous Item Yes
Item Helm of the Stubborn Mind Wondrous Item No
Counterstrike Guards Armor Yes Holy Healer's Weapon Weapon Yes
Couters of Second Chances Wondrous Item Yes Horseshoes of Speed Mount Item Yes
Creeping Gatevine Reagent No Hunter’s Flint Wondrous Item No
Crown of Doors Wondrous Item No Hunter’s Headband Wondrous Item No
Crown of Leaves Wondrous Item Yes Immunizing Armor Armor No
Crystal Armor Armor Yes Impenetrable Barding Mount Item Yes
Cynic’s Goggles Wondrous Item Yes Imposters Armor Armor No
Dark Clover Reagent No Inescapable Weapon Weapon Yes
Darkleaf Shield Armor No Inspiring Weapon Weapon No
Deathstalker Weapon Weapon No Instant Campsite Wondrous Item No
Defensive Staff Staff Yes Iron Armbands of Power Wondrous Item Yes
Defensive Weapon Weapon Yes Irrefutable Armor Armor Yes
Desert Rose Reagent No Jester Shoes Wondrous Item No
Direbeast Shield Armor Yes Jousting Shield Armor No
Distance Weapon Weapon No Knife Thrower Gloves Wondrous Item Yes
Dynamic Weapon Weapon No Lancing Gloves Wondrous Item No
Earthroot Staff Staff Yes Lifegiving Armor Armor Yes
Elixir of Aptitude Potion No Luckbender Gloves Wondrous Item Yes
Enchanted Reins Wondrous Item No Lullaby Weapon Weapon No
Eternal Chalk Wondrous Item No Mage's Weapon Weapon Yes
Feyleaf Sandals Wondrous Item No Martyr's Armor Armor Yes
Feyleaf Vambraces Wondrous Item Yes Master's Wand of Cloud of Wand No
Feyswarm Staff Staff Yes Daggers
Fire Beetle Potion Potion No Master's Wand of Dire Wand No
Flame Bracers Wondrous Item Yes Radiance
Flame Rose Reagent No Master's Wand of Eldritch Wand No
Blast
Flame Wand Wand Yes
Master's Wand of Magic Wand No
Flaying Gloves Wondrous Item Yes
Missile
Flesh Seeker Weapon No
Master's Wand of Ray of Frost Wand No
Floating Shield Armor No
Master's Wand of Scorching Wand No
Force Staff Staff Yes Bolts
Friend’s Gift Companion Yes Medic's Weapon Weapon No
Item
Meliorating Armor Armor Yes
Frozen Armor Armor Yes
Mercurial Rod Rod Yes
Fundamental Ice Reagent No
Mind Dust Reagent No
Gambler's Weapon Weapon No
Mirrored Caparison Mount Item Yes
Gem of Colloquy Wondrous Item Yes
Mithral Shield Armor No
Glassteel Shard Reagent No
Mnemonic Staff Staff No
Gloaming Shroud Wondrous Item Yes
Mountain Shield Armor No
Gloves of Agility Wondrous Item Yes
Muleback Harness Wondrous Item No
Goblin Stompers Wondrous Item Yes
Nail of Sealing Consumable No
Goggles of Aura Sight Wondrous Item Yes
Oathblade Weapon Yes
Grasping Weapon Weapon No
Opportunistic Weapon Weapon No
Gravespawn Potion Potion No
Orb of Debilitating Languor Orb Yes
136
Orb of Far Seeing Orb Yes Screaming Armor Armor Yes
Orb of Fickle Fate Orb Yes Serpentskin Armor Armor Yes
Orb of Harmonic Agony Orb Yes Shared Suffering Armor Armor Yes
Orb of Impenetrable Escape Orb Yes Shield of Eyes Armor Yes
Orb of Insurmountable Force Orb Yes Shield of the Guardian Armor Yes
Orb of Judicious Conjuration Orb Yes Shimmering Armor Wondrous Item Yes
Orb of Sweet Sanctuary Orb Yes Shimmerlight Shield Armor Yes
Orb of Ultimate Imposition Orb Yes Shroud of Protection Wondrous Item No
Orb of Unlucky Exchanges Orb Yes Sigil of Companionship Companion Yes
Paired Weapon Weapon No Item
Parry Gauntlets Wondrous Item Yes Silent Tools Wondrous Item No
Parrying Weapon Weapon Yes Skewering Weapon Weapon Yes
Pelaurum Armor Armor Yes Skull Bracer Wondrous Item Yes
Pinning Weapon Weapon Yes Skybound Armor Armor No
Point Blank Weapon Weapon Yes Slick Armor Armor No
Poisoned Weapon Weapon Yes Staff of Light Staff Yes
Potion of Clarity Potion No Staff of Missile Mastery Staff Yes
Potion of Spirit Potion No Staff of Ruin Staff Yes
Premonition Ring Ring Yes Staff of Spectral Hands Staff Yes
Prime Shot Weapon Weapon No Staff of Ultimate Defense Staff Yes
Quick Weapon Weapon Yes Staff of Unparalleled Vision Staff Yes
Quickcurse Rod Rod Yes Staggering Weapon Weapon No
Quickhit Bracers Wondrous Item Yes Stalwart Belt Wondrous Item Yes
Razor Shield Armor No Stoneborn Armor Armor Yes
Reading Spectacles Wondrous Item Yes Stonemeal Biscuit Consumable No
Reckless Weapon Weapon No Stoneskin Robes Wondrous Item Yes
Reinforcing Armor Armor Yes Strongheart Weapon Weapon No
Rendering Weapon Weapon No Subtle Weapon Weapon Yes
Reproachful Weapon Weapon Yes Summoned Armor Armor No
Repulsion Armor Armor Yes Surefoot Boots Wondrous Item Yes
Restful Bedroll Wondrous Item No Swiftshot Weapon Weapon No
Ring of Adaptation Ring Yes Symbol of Astral Might Holy Symbol Yes
Ring of Aquatic Ability Ring Yes Symbol of Confrontation Holy Symbol Yes
Ring of Arcane Information Ring Yes Symbol of Dire Fate Holy Symbol Yes
Ring of Fireblazing Ring Yes Symbol of Divine Reach Holy Symbol Yes
Ring of Perfect Grip Ring No Symbol of Good Fortune Holy Symbol Yes
Ring of Shadow Guard Ring Yes Symbol of Mortality Holy Symbol Yes
Robe of Contingency Wondrous Item Yes Symbol of Reproach Holy Symbol Yes
Robe of Quills Wondrous Item Yes Symbol of Resilience Holy Symbol Yes
Robe of Scintillation Wondrous Item Yes Symbol of Vengeance Holy Symbol Yes
Rod of Blasting Rod Yes Tactician's Armor Armor Yes
Rod of Cursed Honor Rod Yes Terror Ichor Reagent No
Rod of Malign Conveyance Rod Yes Thieving Weapon Weapon Yes
Rod of the Dragonborn Rod Yes Throwing Shield Armor Yes
Rod of the Shadow Walker Rod Yes Thunder Wand Wand No
Sacrificial Weapon Weapon Yes Utility Staff Staff Yes
Saddle of Strength Mount Item Yes Vanguard Weapon Weapon Yes
Salubrious Armor Wondrous Item Yes Versatile Armor Armor Yes
Sandals of Precise Stepping Wondrous Item Yes Verve Armor Armor Yes
Scalebane Weapon Weapon No Veteran's Armor Armor Yes
137
Vicious Rod Rod Yes
Viper Belt Wondrous Item Yes
Wand of Cold Wand Yes
Whiteflame Armor Armor Yes
Wounding Weapon Weapon Yes
Wrestlers Gloves Wondrous Item No
138
CHANGE LOG
SALUBRIOUS ARMOR- added balance term “You can only
gain this effect once per round.”
SOLAR ARMOR- changed the number of charges the
ALCHEMICAL FORMULAS- added “If you are daylight spell costs from 1 to 3
SPIRIT LINK ARMOR- removed redundant second mention
considering giving these to an Artificer Alchemist, consider
of “as a reaction” at the end of the item feature.
allowing them to change the save DC for these items.” STONESKIN ROBES- changed “action” to “a bonus action”
HERBAL POULTICE. (COST 50 GP)- Added text noting SUMMONED ARMOR- added noted that the armor is
the effect lasts for 1 hour equipped from the extradimensional location
POTIONS- added “Again, if you are giving these to someone BLADE OF BAHAMUT- changed the amount of radiant
who can craft potions, consider giving them a chance to damage from 3d8 to 8d8
change the DCs for these items!” DECEREBRATING WEAPON- Added text “A creature can
FIRE BEETLE POTION- changed wording to make more only gain this effect once per round.”
sense. " When this potion is consumed, you gain resistance to DETERMINED WEAPON- balanced the range increase
fire damage and 5 temporary hit points for one hour.” “The weapon’s normal and long range increases by 10.”
POTION OF REGENERATION- added “You do not regain FORCE WEAPON- changed once per day into twice per
hit points if you are unconscious.” day.
POTION OF SPIRIT- changed wording to make more sense GAMBLER'S WEAPON- changed 1d6 to 1d8
“When this potion is consumed, you can add a +1 bonus to all MORADIN'S WEAPON- changed damage from 4d6 radiant
death saving throws for 1 hour.” to 8d6 radiant damage
POTION OF VIGOR- added “for 1 hour” to clarify the RADIANT WEAPON- increased critical damage to 2d8
amount of time the hit points last. TRANSPOSING WEAPON- changed number of charges
SPIDER POTION- changed wording to make sense for from 2 to 3
potion duration “When consumed, you gain 20 temporary hit WATERBANE WEAPON- Changed weapon type to “(any
points, you have immunity to poison damage and are under the axe, any crossbow, any blade, or spear)”
effects of the spider climb spell for 1 hour.” ORB OF KARMIC RESONANCE- changed range from 25
ARMOR OF SACRIFICE- changed “a reaction” to “an feet to 30 feet.
action” ORB OF ULTIMATE IMPOSITION- changed range 25
BLOODTHEFT ARMOR- added “as a reaction”, and feet to 30 feet.
changed “When you bring a creature to zero hit points this STAFF OF ACID AND FLAME- changed number of
way, you regain a single hit die.” charges from 4 to 5
BLOODFIRE ARMOR- added details for the reaction “As a STAFF OF SEARING DEATH- Changed charges, “This
reaction when you take damage|” staff has 5 charges and regains 1d4 charge at dawn.”
CHAMPIONS ARMOR- changed armor type to “any heavy STAFF OF TRANSPOSITION- changed charges “This staff
armor” has 5 charges and regains 1d4 charges at dawn.”
DARKFORGED ARMOR- changed “reaction” to “bonus HELLFIRE WAND- added text to clarify the reaction.
action” “While holding this wand when you take damage from a spell
DEFECTION ARMOR- changed the amount of charges and or attack…”
recharges “This armor has 7 charges, and you regain 1d6+1 PRECISE WAND OF COLOR SPRAY- changed charges
charges at dawn.” “This wand has 5 charges and regains 1d4 charges at dawn”
FROZEN ARMOR- changed armor type to “any heavy WAND OF COLD- Added details to make different from
armor” MASTER'S WAND OF RAY OF FROST, “(+5 to spell
HEARTENING ARMOR- added info for length of time for attack).”
temp hit points “When you are successful on a save against a BRACERS OF WOUND CLOSURE- changed reaction to
fear effect, you also gain temporary hit points equal to your action
level for 1 minute.” FLARING SHIELD- changed charges gained from 1 to 1d4
IMMUNIZING ARMOR- changed armor type to “any heavy MANTICORE SHIELD- changed cone from 10-feet to 15-
armor” feet
LOOM WEAVE ARMOR- changed number of charges from GLOVES OF DIMENSIONAL REPULSION- changed
2 to 3 number of charges “These gloves have 5 charges and regain
RAT FORM ARMOR- changed armor type to “leather or 1d4 charges at dawn.”
hide” GLOVES OF THE BOUNTY HUNTER- noted the
REPULSION ARMOR- changed armor type to “any light Athletics skill needed to break the rope.
armor” CROWN OF INFERNAL LEGACY- Added text “If the
ROBE OF BLOODWALKING- changed distances of 25 to spell has an attack roll, you may add 1d6 to the attack roll.”
30 SKULL MASK- Changed penalty from “-1d4” to “-2”
ROBE OF CONTINGENCY- added text clarifying reaction MOONLIGHT LAVALIERE- changed save DC from 19 to
“Once per day while wearing this robe when hit with an attack 18
or spell” BELT OF RECOVERY- changes number of times per day
ROBE OF QUILLS- changed text to make the effect clearer from 2 to 3
“While wearing this robe when you are targeted by a melee
DUST OF DISENCHANTMENT- added note that the dust
attack or grappled, the creature…” effect on magic items only lasts 1 minute.
ROBE OF SAPPING- changed the amount of charges
UNFETTERED THIEVES’ TOOLS- Changed range from
regained to 1d4
25 feet to 30 feet.
ROBE OF SCINTILLATION- changed “a reaction” to “an
action”
139
BATTLE STANDARD OF HEALING- change the number
of hit points healed from 2 to an amount equal to your
proficiency bonus.
GLOVES OF DIMENSIONAL REPULSION- changed
number of charges “These gloves have 5 charges and regain
1d4 charges at dawn.”
GLOVES OF THE BOUNTY HUNTER- noted the
Athletics skill needed to break the rope.
CROWN OF INFERNAL LEGACY- Added text “If the
spell has an attack roll, you may add 1d6 to the attack roll.”
SKULL MASK- Changed penalty from “-1d4” to “-2”
MOONLIGHT LAVALIERE- changed save DC from 19 to
18
BELT OF RECOVERY- changes number of times per day
from 2 to 3
DUST OF DISENCHANTMENT- added note that the dust
effect on magic items only lasts 1 minute.
UNFETTERED THIEVES’ TOOLS- Changed range from
25 feet to 30 feet.
BATTLE STANDARD OF HEALING- change the number
of hit points healed from 2 to an amount equal to your
proficiency bonus.
Added 30 loot tables
140
141